579 lines
23 KiB
C++
579 lines
23 KiB
C++
#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::ranges::fill(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) {
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if (channels_[i].sound == sound) { stopChannel(i); }
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}
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}
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auto Engine::playProcessedOnFreeChannel(const std::vector<std::uint8_t>& bytes, const SDL_AudioSpec& spec, const int group) -> int {
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// El cap de canals amb efecte es valida abans de reservar slot —
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// així evitem crear i destruir un stream només per descartar el play.
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if (effect_channels_active_ >= MAX_EFFECT_CHANNELS) { 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) { channel = 0; }
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stopChannel(channel);
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// El stream es crea contra l'spec del buffer processat (S16, ...)
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// perquè SDL faci el resampling cap a audio_spec_ del device.
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channels_[channel].stream = SDL_CreateAudioStream(&spec, &audio_spec_);
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if (channels_[channel].stream == nullptr) {
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std::fprintf(stderr, "Ja::Engine::playProcessedOnFreeChannel: Failed to create audio stream!\n");
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return -1;
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}
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channels_[channel].sound = nullptr; // El buffer no és propietat de cap Ja::Sound.
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channels_[channel].times = 0;
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channels_[channel].pos = 0;
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|
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
|