Reestructura carpetes: src->source, third_party->source/external, shaders->data/shaders
This commit is contained in:
578
source/audio/jail_audio.cpp
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578
source/audio/jail_audio.cpp
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@@ -0,0 +1,578 @@
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#include "audio/jail_audio.hpp"
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#include <algorithm>
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#include <cassert>
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#include <cstdio>
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#include <memory>
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#include <optional>
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#include <vector>
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// Només declaracions de stb_vorbis: STB_VORBIS_HEADER_ONLY omet el bloc
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// d'implementació. Les definicions les aporta source/external/stb_vorbis_impl.cpp
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// (TU aïllat perquè clang-analyzer no dispari fals positius al nostre codi).
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#define STB_VORBIS_HEADER_ONLY
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// clang-format off
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// NOLINTNEXTLINE(bugprone-suspicious-include)
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#include "stb_vorbis.c"
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// clang-format on
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namespace Ja {
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// --- Streaming internals (file-scope constants) ---
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namespace {
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// Bytes-per-sample per canal (sempre s16)
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constexpr int MUSIC_BYTES_PER_SAMPLE = 2;
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// Quants shorts decodifiquem per crida a get_samples_short_interleaved.
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// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
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constexpr int MUSIC_CHUNK_SHORTS = 8192;
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// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
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// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
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constexpr float MUSIC_LOW_WATER_SECONDS = 0.5F;
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} // namespace
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// --- Engine::active_ storage ---
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Engine* Engine::active_ = nullptr;
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auto Engine::active() noexcept -> Engine* { return active_; }
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// --- Ctor/Dtor ---
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Engine::Engine(const int freq, const SDL_AudioFormat format, const int num_channels) {
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assert(active_ == nullptr && "Ja::Engine: més d'una instància activa no està suportat");
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active_ = this;
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audio_spec_ = {.format = format, .channels = num_channels, .freq = freq};
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sdl_audio_device_ = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_spec_);
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if (sdl_audio_device_ == 0) { std::fprintf(stderr, "Ja::Engine: Failed to initialize SDL audio!\n"); }
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for (auto& channel : channels_) { channel.state = ChannelState::FREE; }
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}
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Engine::~Engine() {
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if (outgoing_music_.stream != nullptr) {
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SDL_DestroyAudioStream(outgoing_music_.stream);
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outgoing_music_.stream = nullptr;
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}
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if (sdl_audio_device_ != 0) { SDL_CloseAudioDevice(sdl_audio_device_); }
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sdl_audio_device_ = 0;
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if (active_ == this) { active_ = nullptr; }
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}
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// --- Helpers stateless (no toquen membres d'Engine) ---
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namespace {
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auto feedMusicChunk(Music* music) -> int {
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if (music == nullptr || music->vorbis == nullptr || music->stream == nullptr) { return 0; }
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short chunk[MUSIC_CHUNK_SHORTS];
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const int NUM_CHANNELS = music->spec.channels;
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const int SAMPLES_PER_CHANNEL = stb_vorbis_get_samples_short_interleaved(
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music->vorbis,
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NUM_CHANNELS,
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static_cast<short*>(chunk),
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MUSIC_CHUNK_SHORTS);
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if (SAMPLES_PER_CHANNEL <= 0) { return 0; }
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const int BYTES = SAMPLES_PER_CHANNEL * NUM_CHANNELS * MUSIC_BYTES_PER_SAMPLE;
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SDL_PutAudioStreamData(music->stream, static_cast<const void*>(chunk), BYTES);
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return SAMPLES_PER_CHANNEL;
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}
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void pumpMusic(Music* music) {
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if (music == nullptr || music->vorbis == nullptr || music->stream == nullptr) { return; }
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const int BYTES_PER_SECOND = music->spec.freq * music->spec.channels * MUSIC_BYTES_PER_SAMPLE;
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const int LOW_WATER_BYTES = static_cast<int>(MUSIC_LOW_WATER_SECONDS * static_cast<float>(BYTES_PER_SECOND));
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while (SDL_GetAudioStreamAvailable(music->stream) < LOW_WATER_BYTES) {
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const int DECODED = feedMusicChunk(music);
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if (DECODED > 0) { continue; }
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// EOF: si queden loops, rebobinar; si no, tallar i deixar drenar.
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if (music->times != 0) {
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stb_vorbis_seek_start(music->vorbis);
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if (music->times > 0) { music->times--; }
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} else {
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break;
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}
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}
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}
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void preFillOutgoing(Music* music, const int duration_ms) {
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if (music == nullptr || music->vorbis == nullptr || music->stream == nullptr) { return; }
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const int BYTES_PER_SECOND = music->spec.freq * music->spec.channels * MUSIC_BYTES_PER_SAMPLE;
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const int NEEDED_BYTES = static_cast<int>((static_cast<std::int64_t>(duration_ms) * BYTES_PER_SECOND) / 1000);
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while (SDL_GetAudioStreamAvailable(music->stream) < NEEDED_BYTES) {
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const int DECODED = feedMusicChunk(music);
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if (DECODED <= 0) { break; }
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}
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}
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// Retorna el progrés lineal [0..1] d'un fade. 1.0 vol dir completat. Única
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// font de la corba del fade: si es vol canviar a logarítmica/quadràtica,
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// s'edita aquí i afecta fade-in i fade-out alhora.
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auto fadeProgress(const FadeState& fade) -> float {
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if (fade.duration_ms <= 0) { return 1.0F; }
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const Uint64 ELAPSED = SDL_GetTicks() - fade.start_time;
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if (ELAPSED >= static_cast<Uint64>(fade.duration_ms)) { return 1.0F; }
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return static_cast<float>(ELAPSED) / static_cast<float>(fade.duration_ms);
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}
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} // namespace
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void Engine::updateOutgoingFade() {
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if (outgoing_music_.stream == nullptr || !outgoing_music_.fade.active) { return; }
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const float PROGRESS = fadeProgress(outgoing_music_.fade);
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if (PROGRESS >= 1.0F) {
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SDL_DestroyAudioStream(outgoing_music_.stream);
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outgoing_music_.stream = nullptr;
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outgoing_music_.fade.active = false;
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} else {
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SDL_SetAudioStreamGain(outgoing_music_.stream, outgoing_music_.fade.initial_volume * (1.0F - PROGRESS));
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}
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}
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void Engine::updateIncomingFade() {
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if (!incoming_fade_.active) { return; }
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const float PROGRESS = fadeProgress(incoming_fade_);
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if (PROGRESS >= 1.0F) {
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incoming_fade_.active = false;
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SDL_SetAudioStreamGain(current_music_->stream, music_volume_);
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} else {
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SDL_SetAudioStreamGain(current_music_->stream, music_volume_ * PROGRESS);
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}
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}
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void Engine::updateCurrentMusic() {
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if (current_music_ == nullptr || current_music_->state != MusicState::PLAYING) { return; }
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updateIncomingFade();
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pumpMusic(current_music_);
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if (current_music_->times == 0 && SDL_GetAudioStreamAvailable(current_music_->stream) == 0) {
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// La pista ha acabat de drenar naturalment. L'aturem primer (deixa
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// l'engine en estat consistent) i llavors invoquem el callback;
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// així un eventual playMusic des del callback comença net.
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stopMusic();
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if (on_music_ended_) { on_music_ended_(); }
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}
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}
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void Engine::updateSoundChannels() {
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for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; ++i) {
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if (channels_[i].state != ChannelState::PLAYING) { continue; }
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if (channels_[i].times != 0) {
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if (static_cast<Uint32>(SDL_GetAudioStreamAvailable(channels_[i].stream)) < (channels_[i].sound->length / 2)) {
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SDL_PutAudioStreamData(channels_[i].stream, channels_[i].sound->buffer.get(), channels_[i].sound->length);
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if (channels_[i].times > 0) { channels_[i].times--; }
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}
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} else if (SDL_GetAudioStreamAvailable(channels_[i].stream) == 0) {
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stopChannel(i);
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}
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}
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}
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void Engine::stealCurrentIntoOutgoing(const int duration_ms) {
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if (outgoing_music_.stream != nullptr) {
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SDL_DestroyAudioStream(outgoing_music_.stream);
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outgoing_music_.stream = nullptr;
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outgoing_music_.fade.active = false;
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}
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if (current_music_ == nullptr || current_music_->state != MusicState::PLAYING || current_music_->stream == nullptr) {
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return;
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}
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preFillOutgoing(current_music_, duration_ms);
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outgoing_music_.stream = current_music_->stream;
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outgoing_music_.fade = {
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.active = true,
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.start_time = SDL_GetTicks(),
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.duration_ms = duration_ms,
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.initial_volume = music_volume_,
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};
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current_music_->stream = nullptr;
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current_music_->state = MusicState::STOPPED;
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if (current_music_->vorbis != nullptr) { stb_vorbis_seek_start(current_music_->vorbis); }
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}
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template <typename Fn>
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void Engine::forEachTargetChannel(const int channel, Fn&& fn) {
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if (channel == -1) {
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for (auto& ch : channels_) { fn(ch); }
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} else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) {
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fn(channels_[channel]);
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}
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}
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// --- Engine public API ---
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void Engine::update() {
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updateOutgoingFade();
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updateCurrentMusic();
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updateSoundChannels();
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}
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void Engine::playMusic(Music* music, const int loop) {
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if (music == nullptr || music->vorbis == nullptr) { return; }
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stopMusic();
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current_music_ = music;
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current_music_->state = MusicState::PLAYING;
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current_music_->times = loop;
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stb_vorbis_seek_start(current_music_->vorbis);
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current_music_->stream = SDL_CreateAudioStream(¤t_music_->spec, &audio_spec_);
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if (current_music_->stream == nullptr) {
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std::fprintf(stderr, "Ja::Engine::playMusic: Failed to create audio stream!\n");
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current_music_->state = MusicState::STOPPED;
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return;
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}
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SDL_SetAudioStreamGain(current_music_->stream, music_volume_);
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pumpMusic(current_music_);
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if (!SDL_BindAudioStream(sdl_audio_device_, current_music_->stream)) {
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std::fprintf(stderr, "Ja::Engine::playMusic: SDL_BindAudioStream failed!\n");
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}
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}
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void Engine::pauseMusic() {
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if (current_music_ == nullptr || current_music_->state != MusicState::PLAYING) { return; }
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current_music_->state = MusicState::PAUSED;
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SDL_UnbindAudioStream(current_music_->stream);
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}
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void Engine::resumeMusic() {
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if (current_music_ == nullptr || current_music_->state != MusicState::PAUSED) { return; }
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current_music_->state = MusicState::PLAYING;
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SDL_BindAudioStream(sdl_audio_device_, current_music_->stream);
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}
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void Engine::stopMusic() {
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if (outgoing_music_.stream != nullptr) {
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SDL_DestroyAudioStream(outgoing_music_.stream);
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outgoing_music_.stream = nullptr;
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outgoing_music_.fade.active = false;
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}
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incoming_fade_.active = false;
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if (current_music_ == nullptr || current_music_->state == MusicState::INVALID || current_music_->state == MusicState::STOPPED) { return; }
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current_music_->state = MusicState::STOPPED;
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if (current_music_->stream != nullptr) {
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SDL_DestroyAudioStream(current_music_->stream);
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current_music_->stream = nullptr;
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}
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if (current_music_->vorbis != nullptr) {
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stb_vorbis_seek_start(current_music_->vorbis);
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}
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}
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void Engine::fadeOutMusic(const int milliseconds) {
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if (current_music_ == nullptr || current_music_->state != MusicState::PLAYING) { return; }
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stealCurrentIntoOutgoing(milliseconds);
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incoming_fade_.active = false;
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}
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void Engine::crossfadeMusic(Music* music, const int crossfade_ms, const int loop) {
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if (music == nullptr || music->vorbis == nullptr) { return; }
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stealCurrentIntoOutgoing(crossfade_ms);
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current_music_ = music;
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current_music_->state = MusicState::PLAYING;
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current_music_->times = loop;
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stb_vorbis_seek_start(current_music_->vorbis);
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current_music_->stream = SDL_CreateAudioStream(¤t_music_->spec, &audio_spec_);
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if (current_music_->stream == nullptr) {
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std::fprintf(stderr, "Ja::Engine::crossfadeMusic: Failed to create audio stream!\n");
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current_music_->state = MusicState::STOPPED;
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return;
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}
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SDL_SetAudioStreamGain(current_music_->stream, 0.0F);
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pumpMusic(current_music_);
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SDL_BindAudioStream(sdl_audio_device_, current_music_->stream);
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incoming_fade_ = {
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.active = true,
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.start_time = SDL_GetTicks(),
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.duration_ms = crossfade_ms,
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.initial_volume = 0.0F,
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};
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}
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auto Engine::getMusicState() const -> MusicState {
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if (current_music_ == nullptr) { return MusicState::INVALID; }
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return current_music_->state;
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}
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auto Engine::setMusicVolume(float volume) -> float {
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music_volume_ = SDL_clamp(volume, 0.0F, 1.0F);
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if (current_music_ != nullptr && current_music_->stream != nullptr) {
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SDL_SetAudioStreamGain(current_music_->stream, music_volume_);
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}
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return music_volume_;
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}
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void Engine::setOnMusicEnded(std::function<void()> callback) {
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on_music_ended_ = std::move(callback);
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}
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void Engine::onMusicDeleted(const Music* music) {
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if (music == nullptr) { return; }
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if (current_music_ == music) {
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stopMusic();
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current_music_ = nullptr;
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}
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}
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// --- Sound ---
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auto Engine::playSound(Sound* sound, const int loop, const int group) -> int {
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if (sound == nullptr) { return -1; }
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int channel = 0;
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while (channel < MAX_SIMULTANEOUS_CHANNELS && channels_[channel].state != ChannelState::FREE) { channel++; }
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if (channel == MAX_SIMULTANEOUS_CHANNELS) {
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// No hay canal libre, reemplazamos el primero
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channel = 0;
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}
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return playSoundOnChannel(sound, channel, loop, group);
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}
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auto Engine::playSoundOnChannel(Sound* sound, const int channel, const int loop, const int group) -> int {
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if (sound == nullptr) { return -1; }
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if (channel < 0 || channel >= MAX_SIMULTANEOUS_CHANNELS) { return -1; }
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stopChannel(channel);
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channels_[channel].sound = sound;
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channels_[channel].times = loop;
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channels_[channel].pos = 0;
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channels_[channel].group = group;
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channels_[channel].state = ChannelState::PLAYING;
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channels_[channel].stream = SDL_CreateAudioStream(&channels_[channel].sound->spec, &audio_spec_);
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if (channels_[channel].stream == nullptr) {
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std::fprintf(stderr, "Ja::Engine::playSoundOnChannel: Failed to create audio stream!\n");
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channels_[channel].state = ChannelState::FREE;
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return -1;
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}
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SDL_PutAudioStreamData(channels_[channel].stream, channels_[channel].sound->buffer.get(), channels_[channel].sound->length);
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SDL_SetAudioStreamGain(channels_[channel].stream, sound_volume_[group]);
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SDL_BindAudioStream(sdl_audio_device_, channels_[channel].stream);
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return channel;
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}
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void Engine::pauseChannel(const int channel) {
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forEachTargetChannel(channel, [](Channel& ch) {
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if (ch.state == ChannelState::PLAYING) {
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ch.state = ChannelState::PAUSED;
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SDL_UnbindAudioStream(ch.stream);
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}
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});
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}
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void Engine::resumeChannel(const int channel) {
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const SDL_AudioDeviceID DEVICE = sdl_audio_device_;
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forEachTargetChannel(channel, [DEVICE](Channel& ch) {
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if (ch.state == ChannelState::PAUSED) {
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ch.state = ChannelState::PLAYING;
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SDL_BindAudioStream(DEVICE, ch.stream);
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}
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});
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}
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void Engine::stopChannel(const int channel) {
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forEachTargetChannel(channel, [this](Channel& ch) {
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if (ch.state != ChannelState::FREE) {
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if (ch.stream != nullptr) { SDL_DestroyAudioStream(ch.stream); }
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ch.stream = nullptr;
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ch.state = ChannelState::FREE;
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ch.pos = 0;
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ch.sound = nullptr;
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if (ch.has_effect) {
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ch.has_effect = false;
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if (effect_channels_active_ > 0) { --effect_channels_active_; }
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}
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}
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});
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}
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auto Engine::setSoundVolume(float volume, const int group) -> float {
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const float V = SDL_clamp(volume, 0.0F, 1.0F);
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if (group == -1) {
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std::fill(std::begin(sound_volume_), std::end(sound_volume_), V);
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} else if (group >= 0 && group < MAX_GROUPS) {
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sound_volume_[group] = V;
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} else {
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return V;
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}
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for (auto& ch : channels_) {
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if ((ch.state == ChannelState::PLAYING) || (ch.state == ChannelState::PAUSED)) {
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if (group == -1 || ch.group == group) {
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if (ch.stream != nullptr) {
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SDL_SetAudioStreamGain(ch.stream, sound_volume_[ch.group]);
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}
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}
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}
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}
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return V;
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}
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void Engine::onSoundDeleted(const Sound* sound) {
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if (sound == nullptr) { return; }
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for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; ++i) {
|
||||
if (channels_[i].sound == sound) { stopChannel(i); }
|
||||
}
|
||||
}
|
||||
|
||||
auto Engine::playProcessedOnFreeChannel(const std::vector<std::uint8_t>& bytes, const SDL_AudioSpec& spec, const int group) -> int {
|
||||
// El cap de canals amb efecte es valida abans de reservar slot —
|
||||
// així evitem crear i destruir un stream només per descartar el play.
|
||||
if (effect_channels_active_ >= MAX_EFFECT_CHANNELS) { return -1; }
|
||||
|
||||
int channel = 0;
|
||||
while (channel < MAX_SIMULTANEOUS_CHANNELS && channels_[channel].state != ChannelState::FREE) { ++channel; }
|
||||
if (channel == MAX_SIMULTANEOUS_CHANNELS) { channel = 0; }
|
||||
|
||||
stopChannel(channel);
|
||||
|
||||
// El stream es crea contra l'spec del buffer processat (S16, ...)
|
||||
// perquè SDL faci el resampling cap a audio_spec_ del device.
|
||||
channels_[channel].stream = SDL_CreateAudioStream(&spec, &audio_spec_);
|
||||
if (channels_[channel].stream == nullptr) {
|
||||
std::fprintf(stderr, "Ja::Engine::playProcessedOnFreeChannel: Failed to create audio stream!\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
channels_[channel].sound = nullptr; // El buffer no és propietat de cap Ja::Sound.
|
||||
channels_[channel].times = 0;
|
||||
channels_[channel].pos = 0;
|
||||
const int CLAMPED_GROUP = (group >= 0 && group < MAX_GROUPS) ? group : 0;
|
||||
channels_[channel].group = CLAMPED_GROUP;
|
||||
channels_[channel].state = ChannelState::PLAYING;
|
||||
channels_[channel].has_effect = true;
|
||||
++effect_channels_active_;
|
||||
|
||||
SDL_PutAudioStreamData(channels_[channel].stream, bytes.data(), static_cast<int>(bytes.size()));
|
||||
SDL_SetAudioStreamGain(channels_[channel].stream, sound_volume_[CLAMPED_GROUP]);
|
||||
SDL_BindAudioStream(sdl_audio_device_, channels_[channel].stream);
|
||||
|
||||
return channel;
|
||||
}
|
||||
|
||||
// shadertoy build: AudioEffects is not bundled. Both echo/reverb entry
|
||||
// points are stubbed; if an effect is requested, fall back to playing
|
||||
// the dry sound so callers don't lose audio.
|
||||
auto Engine::playSoundWithEcho(const Sound* sound, const EchoParams& /*params*/, const int group) -> int {
|
||||
if (sound == nullptr) { return -1; }
|
||||
return playSound(const_cast<Sound*>(sound), 0, group);
|
||||
}
|
||||
|
||||
auto Engine::playSoundWithReverb(const Sound* sound, const ReverbParams& /*params*/, const int group) -> int {
|
||||
if (sound == nullptr) { return -1; }
|
||||
return playSound(const_cast<Sound*>(sound), 0, group);
|
||||
}
|
||||
|
||||
// --- Factories i destructors (permanents) ---
|
||||
|
||||
auto loadMusic(const Uint8* buffer, Uint32 length) -> Music* {
|
||||
if (buffer == nullptr || length == 0) { return nullptr; }
|
||||
|
||||
// Allocem el Music primer per aprofitar el seu `std::vector<Uint8>`
|
||||
// com a propietari del OGG comprimit. stb_vorbis guarda un punter
|
||||
// persistent al buffer; com que ací no el resize'jem, el .data() és
|
||||
// estable durant tot el cicle de vida del music.
|
||||
auto music = std::make_unique<Music>();
|
||||
music->ogg_data.assign(buffer, buffer + length);
|
||||
|
||||
int vorbis_error = 0;
|
||||
music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
|
||||
static_cast<int>(length),
|
||||
&vorbis_error,
|
||||
nullptr);
|
||||
if (music->vorbis == nullptr) {
|
||||
std::fprintf(stderr, "Ja::loadMusic: stb_vorbis_open_memory failed (error %d)\n", vorbis_error);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const stb_vorbis_info INFO = stb_vorbis_get_info(music->vorbis);
|
||||
music->spec.channels = static_cast<int>(INFO.channels);
|
||||
music->spec.freq = static_cast<int>(INFO.sample_rate);
|
||||
music->spec.format = SDL_AUDIO_S16;
|
||||
music->state = MusicState::STOPPED;
|
||||
|
||||
return music.release();
|
||||
}
|
||||
|
||||
// Overload amb filename. Resource::Cache l'usa per registrar el path dins
|
||||
// del propi Ja::Music (camp `filename`); la capa Audio l'usa per recuperar
|
||||
// el nom després d'un playMusic(Ja::Music*, ...) — veure PATCH-02.
|
||||
auto loadMusic(const Uint8* buffer, Uint32 length, const char* filename) -> Music* {
|
||||
Music* music = loadMusic(buffer, length);
|
||||
if (music != nullptr && filename != nullptr) { music->filename = filename; }
|
||||
return music;
|
||||
}
|
||||
|
||||
void deleteMusic(Music* music) {
|
||||
if (music == nullptr) { return; }
|
||||
// Notifiquem el motor actiu perquè pari la pista si és la current_music.
|
||||
// Si no hi ha motor (shutdown-order invertit), passem: els recursos
|
||||
// propis del Music es lliberen igualment a sota.
|
||||
if (Engine* eng = Engine::active()) { eng->onMusicDeleted(music); }
|
||||
|
||||
if (music->stream != nullptr) { SDL_DestroyAudioStream(music->stream); }
|
||||
if (music->vorbis != nullptr) { stb_vorbis_close(music->vorbis); }
|
||||
delete music;
|
||||
}
|
||||
|
||||
auto loadSound(std::uint8_t* buffer, std::uint32_t size) -> Sound* {
|
||||
auto sound = std::make_unique<Sound>();
|
||||
Uint8* raw = nullptr;
|
||||
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), true, &sound->spec, &raw, &sound->length)) {
|
||||
std::fprintf(stderr, "Ja::loadSound: Failed to load WAV from memory: %s\n", SDL_GetError());
|
||||
return nullptr;
|
||||
}
|
||||
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
|
||||
return sound.release();
|
||||
}
|
||||
|
||||
void deleteSound(Sound* sound) {
|
||||
if (sound == nullptr) { return; }
|
||||
if (Engine* eng = Engine::active()) { eng->onSoundDeleted(sound); }
|
||||
// buffer es destrueix automàticament via RAII (SdlFreeDeleter).
|
||||
delete sound;
|
||||
}
|
||||
|
||||
} // namespace Ja
|
||||
|
||||
// --- stb_vorbis macro leak cleanup ---
|
||||
// stb_vorbis.c filtra noms curts (L, C, R i PLAYBACK_*) al TU que el compila.
|
||||
// Xocarien amb paràmetres de plantilla d'altres headers si aquestes definicions
|
||||
// s'escapessin. Els netegem al final del TU per tancar la porta.
|
||||
// clang-format off
|
||||
#undef L
|
||||
#undef C
|
||||
#undef R
|
||||
#undef PLAYBACK_MONO
|
||||
#undef PLAYBACK_LEFT
|
||||
#undef PLAYBACK_RIGHT
|
||||
// clang-format on
|
||||
229
source/audio/jail_audio.hpp
Normal file
229
source/audio/jail_audio.hpp
Normal file
@@ -0,0 +1,229 @@
|
||||
#pragma once
|
||||
|
||||
// --- Includes ---
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include <cstdint>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
// Forward-declaració del decoder de vorbis. La implementació viu a
|
||||
// jail_audio.cpp (únic TU que compila external/stb_vorbis.c). Qualsevol caller
|
||||
// només necessita `stb_vorbis*` per punter — mai per valor — així que el
|
||||
// forward decl n'hi ha prou i evita arrossegar el .c a tots els TU.
|
||||
// NOLINTNEXTLINE(readability-identifier-naming) — nom imposat per l'API de stb_vorbis
|
||||
struct stb_vorbis;
|
||||
|
||||
// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
|
||||
// Compatible amb `std::unique_ptr<Uint8[], SdlFreeDeleter>` — zero size overhead
|
||||
// gràcies a EBO, igual que un unique_ptr amb default_delete.
|
||||
struct SdlFreeDeleter {
|
||||
void operator()(Uint8* p) const noexcept {
|
||||
if (p != nullptr) { SDL_free(p); }
|
||||
}
|
||||
};
|
||||
|
||||
// Motor de baix nivell d'àudio del projecte jailgames: streaming OGG
|
||||
// (stb_vorbis) + N canals d'efectes (SDL3 audio). No depèn d'Options ni de cap
|
||||
// singleton del joc; només de SDL3 i stb_vorbis. La capa superior (Audio) li
|
||||
// passa recursos pel punter i fa el bookkeeping d'usuari.
|
||||
namespace Ja {
|
||||
|
||||
// --- Public Enums ---
|
||||
enum class ChannelState : std::uint8_t {
|
||||
FREE,
|
||||
PLAYING,
|
||||
PAUSED,
|
||||
};
|
||||
|
||||
enum class MusicState : std::uint8_t {
|
||||
INVALID, // Music carregat però mai play-ejat
|
||||
PLAYING,
|
||||
PAUSED,
|
||||
STOPPED,
|
||||
};
|
||||
|
||||
// --- Constants ---
|
||||
inline constexpr int MAX_SIMULTANEOUS_CHANNELS = 20;
|
||||
inline constexpr int MAX_GROUPS = 2;
|
||||
// Cap superior de canals que poden estar simultàniament reproduint un so
|
||||
// amb efecte (eco/reverb). Si està al límit, les noves crides amb efecte
|
||||
// cauen al camí sec — l'usuari sent el so igualment, sense la cua.
|
||||
inline constexpr int MAX_EFFECT_CHANNELS = 4;
|
||||
|
||||
// --- Paràmetres d'efectes ---
|
||||
// Els camps els fixa el caller (Audio) llegint sounds.yaml; el motor només
|
||||
// els passa a AudioEffects::applyEcho/applyReverb. Els defaults són
|
||||
// sensats però els presets els sobreescriuen.
|
||||
struct EchoParams {
|
||||
float delay_ms{220.0F}; // Temps fins al primer rebot.
|
||||
float feedback{0.45F}; // Reinjecció (0..0.95).
|
||||
float wet{0.35F}; // Mescla humida (0..1).
|
||||
};
|
||||
|
||||
struct ReverbParams {
|
||||
float room_size{0.7F}; // Mida percebuda (0..1).
|
||||
float damping{0.5F}; // Atenuació d'aguts per rebot (0..1).
|
||||
float wet{0.4F}; // Mescla humida (0..1).
|
||||
};
|
||||
|
||||
// Spec de fallback del dispositiu. S'aplica abans que l'Engine s'iniciï i
|
||||
// com a valor inicial de Sound/Music. L'spec real d'ús l'imposa el ctor
|
||||
// d'Engine, alimentat des de Defaults::Audio via Audio.
|
||||
inline constexpr SDL_AudioSpec DEFAULT_SPEC{SDL_AUDIO_S16, 2, 48000};
|
||||
|
||||
// --- Struct Definitions ---
|
||||
struct Sound {
|
||||
SDL_AudioSpec spec{DEFAULT_SPEC};
|
||||
Uint32 length{0};
|
||||
// Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV
|
||||
// via SDL_malloc; el deleter `SdlFreeDeleter` allibera amb SDL_free.
|
||||
std::unique_ptr<Uint8[], SdlFreeDeleter> buffer;
|
||||
};
|
||||
|
||||
// L'ordre (punters primer, ints després, enum de 8 bits al final) minimitza
|
||||
// el padding a 64-bit (evita avisos de clang-analyzer-optin.performance.Padding).
|
||||
struct Channel {
|
||||
Sound* sound{nullptr};
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
int pos{0};
|
||||
int times{0};
|
||||
int group{0};
|
||||
ChannelState state{ChannelState::FREE};
|
||||
// Marca si aquest canal va arrencar amb so processat per un efecte.
|
||||
// El motor compta canals actius amb efecte per fer complir
|
||||
// MAX_EFFECT_CHANNELS i alliberar el comptador en parar.
|
||||
bool has_effect{false};
|
||||
};
|
||||
|
||||
struct Music {
|
||||
SDL_AudioSpec spec{DEFAULT_SPEC};
|
||||
|
||||
// OGG comprimit en memòria. Propietat nostra; es copia des del buffer
|
||||
// d'entrada una sola vegada en loadMusic i es descomprimix en chunks
|
||||
// per streaming. Com que stb_vorbis guarda un punter persistent al
|
||||
// `.data()` d'aquest vector, no el podem resize'jar un cop establert
|
||||
// (una reallocation invalidaria el punter que el decoder conserva).
|
||||
std::vector<Uint8> ogg_data;
|
||||
stb_vorbis* vorbis{nullptr}; // handle del decoder, viu tot el cicle del Music
|
||||
|
||||
std::string filename;
|
||||
|
||||
int times{0}; // loops restants (-1 = infinit, 0 = un sol play)
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
MusicState state{MusicState::INVALID};
|
||||
};
|
||||
|
||||
struct FadeState {
|
||||
bool active{false};
|
||||
Uint64 start_time{0};
|
||||
int duration_ms{0};
|
||||
float initial_volume{0.0F};
|
||||
};
|
||||
|
||||
struct OutgoingMusic {
|
||||
SDL_AudioStream* stream{nullptr};
|
||||
FadeState fade;
|
||||
};
|
||||
|
||||
// --- Engine ---
|
||||
// Encapsula tot l'estat que abans vivia com a globals inline. Un sol Engine
|
||||
// viu per procés (enforceat via assert al ctor contra `active_`). El ctor
|
||||
// obre el device SDL; el dtor el tanca (RAII). Els deleters
|
||||
// `Ja::deleteMusic`/`Ja::deleteSound` accedeixen al motor actiu via
|
||||
// `Engine::active()` per parar canals abans d'alliberar.
|
||||
class Engine {
|
||||
public:
|
||||
Engine(int freq, SDL_AudioFormat format, int num_channels);
|
||||
~Engine();
|
||||
Engine(const Engine&) = delete;
|
||||
auto operator=(const Engine&) -> Engine& = delete;
|
||||
Engine(Engine&&) = delete;
|
||||
auto operator=(Engine&&) -> Engine& = delete;
|
||||
|
||||
// Retorna el motor actiu o nullptr si cap ha estat construït. L'usen
|
||||
// els deleters de recursos perquè no els arriba cap referència directa.
|
||||
[[nodiscard]] static auto active() noexcept -> Engine*;
|
||||
|
||||
void update();
|
||||
|
||||
// --- Música ---
|
||||
void playMusic(Music* music, int loop = -1);
|
||||
void pauseMusic();
|
||||
void resumeMusic();
|
||||
void stopMusic();
|
||||
void fadeOutMusic(int milliseconds);
|
||||
void crossfadeMusic(Music* music, int crossfade_ms, int loop = -1);
|
||||
[[nodiscard]] auto getMusicState() const -> MusicState;
|
||||
auto setMusicVolume(float volume) -> float;
|
||||
// Registra un callback que es disparà quan la música actual acabi de
|
||||
// drenar naturalment (times == 0 + stream buit). Es crida DESPRÉS de
|
||||
// stopMusic, així que el callback pot invocar playMusic sense córrer.
|
||||
// S'executa al mateix thread que Engine::update (render loop); no fer
|
||||
// operacions blocants.
|
||||
void setOnMusicEnded(std::function<void()> callback);
|
||||
// Notifica al motor que un Music s'està destruint: si és el current_music
|
||||
// s'atura abans que els seus recursos (stream/vorbis) deixin de ser vàlids.
|
||||
void onMusicDeleted(const Music* music);
|
||||
|
||||
// --- So ---
|
||||
auto playSound(Sound* sound, int loop = 0, int group = 0) -> int;
|
||||
auto playSoundOnChannel(Sound* sound, int channel, int loop = 0, int group = 0) -> int;
|
||||
// Reproducció amb so processat per un efecte. Retorna el canal
|
||||
// assignat o -1 si no queden slots d'efecte (MAX_EFFECT_CHANNELS).
|
||||
// El sound original només s'usa per consultar el spec/buffer; el
|
||||
// canal manipula el buffer ja processat (no reapunta a `sound`).
|
||||
auto playSoundWithEcho(const Sound* sound, const EchoParams& params, int group = 0) -> int;
|
||||
auto playSoundWithReverb(const Sound* sound, const ReverbParams& params, int group = 0) -> int;
|
||||
void pauseChannel(int channel);
|
||||
void resumeChannel(int channel);
|
||||
void stopChannel(int channel);
|
||||
auto setSoundVolume(float volume, int group = -1) -> float;
|
||||
// Notifica al motor que un Sound s'està destruint: els canals que el
|
||||
// referenciïn es paren abans d'alliberar el buffer.
|
||||
void onSoundDeleted(const Sound* sound);
|
||||
|
||||
private:
|
||||
void stealCurrentIntoOutgoing(int duration_ms);
|
||||
void updateOutgoingFade();
|
||||
void updateIncomingFade();
|
||||
void updateCurrentMusic();
|
||||
void updateSoundChannels();
|
||||
// Empenta un buffer ja processat (S16) a un canal lliure i el deixa
|
||||
// sonar sense bucle. Camí comú dels dos overloads playSoundWith*.
|
||||
// Retorna el canal o -1 si no queden slots.
|
||||
auto playProcessedOnFreeChannel(const std::vector<std::uint8_t>& bytes, const SDL_AudioSpec& spec, int group) -> int;
|
||||
|
||||
template <typename Fn>
|
||||
void forEachTargetChannel(int channel, Fn&& fn);
|
||||
|
||||
Music* current_music_{nullptr};
|
||||
Channel channels_[MAX_SIMULTANEOUS_CHANNELS]{};
|
||||
SDL_AudioSpec audio_spec_{DEFAULT_SPEC};
|
||||
float music_volume_{1.0F};
|
||||
float sound_volume_[MAX_GROUPS]{};
|
||||
SDL_AudioDeviceID sdl_audio_device_{0};
|
||||
OutgoingMusic outgoing_music_;
|
||||
FadeState incoming_fade_;
|
||||
std::function<void()> on_music_ended_;
|
||||
// Comptador derivat de Channel::has_effect — evita haver-lo de
|
||||
// recalcular cada vegada que algú demana un play amb efecte.
|
||||
int effect_channels_active_{0};
|
||||
|
||||
// NOLINTNEXTLINE(readability-identifier-naming) — convenció projecte: private static amb sufix _
|
||||
static Engine* active_;
|
||||
};
|
||||
|
||||
// --- Factories i destructors (permanents) ---
|
||||
// No depenen de l'estat del motor: loadMusic/loadSound només construeixen
|
||||
// objectes, deleteMusic/deleteSound consulten Engine::active() per parar
|
||||
// canals abans d'alliberar (si el motor encara viu).
|
||||
[[nodiscard]] auto loadMusic(const Uint8* buffer, Uint32 length) -> Music*;
|
||||
[[nodiscard]] auto loadMusic(const Uint8* buffer, Uint32 length, const char* filename) -> Music*;
|
||||
void deleteMusic(Music* music);
|
||||
[[nodiscard]] auto loadSound(std::uint8_t* buffer, std::uint32_t size) -> Sound*;
|
||||
void deleteSound(Sound* sound);
|
||||
|
||||
} // namespace Ja
|
||||
Reference in New Issue
Block a user