#pragma once // --- Includes --- #include #include #include #include #include #include #include #include #include #define STB_VORBIS_HEADER_ONLY #include "external/stb_vorbis.h" // Para stb_vorbis_open_memory i streaming // Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`. // Compatible amb `std::unique_ptr` — 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); } } }; namespace Ja { // --- Public Enums --- enum class ChannelState : std::uint8_t { INVALID, FREE, PLAYING, PAUSED, DISABLED, }; enum class MusicState : std::uint8_t { INVALID, PLAYING, PAUSED, STOPPED, DISABLED, }; // --- Constants --- inline constexpr int MAX_SIMULTANEOUS_CHANNELS = 20; inline constexpr int MAX_GROUPS = 2; inline constexpr SDL_AudioSpec DEFAULT_SPEC{.format = SDL_AUDIO_S16, .channels = 2, .freq = 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 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}; }; 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 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; }; // --- Internal Global State (inline, C++17) --- inline Music* current_music{nullptr}; inline Channel channels[MAX_SIMULTANEOUS_CHANNELS]; inline SDL_AudioSpec audio_spec{DEFAULT_SPEC}; inline float music_volume{1.0F}; inline float sound_volume[MAX_GROUPS]; inline bool music_enabled{true}; inline bool sound_enabled{true}; inline SDL_AudioDeviceID sdl_audio_device{0}; inline OutgoingMusic outgoing_music; inline FadeState incoming_fade; // --- Forward Declarations --- inline void stopMusic(); inline void stopChannel(int channel); inline auto playSoundOnChannel(Sound* sound, int channel, int loop = 0, int group = 0) -> int; inline void crossfadeMusic(Music* music, int crossfade_ms, int loop = -1); // --- Music streaming internals --- // Bytes-per-sample per canal (sempre s16) inline constexpr int MUSIC_BYTES_PER_SAMPLE = 2; // Quants shorts decodifiquem per crida a get_samples_short_interleaved. // 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz. inline constexpr int MUSIC_CHUNK_SHORTS = 8192; // Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a // l'SDL_AudioStream per absorbir jitter de frame i evitar underruns. inline constexpr float MUSIC_LOW_WATER_SECONDS = 0.5F; // Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples // decodificats per canal (0 = EOF de l'stream vorbis). inline auto feedMusicChunk(Music* music) -> int { if ((music == nullptr) || (music->vorbis == nullptr) || (music->stream == nullptr)) { return 0; } short chunk[MUSIC_CHUNK_SHORTS]; const int NUM_CHANNELS = music->spec.channels; const int SAMPLES_PER_CHANNEL = stb_vorbis_get_samples_short_interleaved( music->vorbis, NUM_CHANNELS, chunk, MUSIC_CHUNK_SHORTS); if (SAMPLES_PER_CHANNEL <= 0) { return 0; } const int BYTES = SAMPLES_PER_CHANNEL * NUM_CHANNELS * MUSIC_BYTES_PER_SAMPLE; SDL_PutAudioStreamData(music->stream, chunk, BYTES); return SAMPLES_PER_CHANNEL; } // Reompli l'stream fins que tinga ≥ MUSIC_LOW_WATER_SECONDS bufferats. // En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar. inline void pumpMusic(Music* music) { if ((music == nullptr) || (music->vorbis == nullptr) || (music->stream == nullptr)) { return; } const int BYTES_PER_SECOND = music->spec.freq * music->spec.channels * MUSIC_BYTES_PER_SAMPLE; const int LOW_WATER_BYTES = static_cast(MUSIC_LOW_WATER_SECONDS * static_cast(BYTES_PER_SECOND)); while (SDL_GetAudioStreamAvailable(music->stream) < LOW_WATER_BYTES) { const int DECODED = feedMusicChunk(music); if (DECODED > 0) { continue; } // EOF: si queden loops, rebobinar; si no, tallar i deixar drenar. if (music->times != 0) { stb_vorbis_seek_start(music->vorbis); if (music->times > 0) { music->times--; } } else { break; } } } // Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream // siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb // streaming: l'stream robat no es pot re-alimentar perquè perd la referència // al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem. inline void preFillOutgoing(Music* music, int duration_ms) { if ((music == nullptr) || (music->vorbis == nullptr) || (music->stream == nullptr)) { return; } const int BYTES_PER_SECOND = music->spec.freq * music->spec.channels * MUSIC_BYTES_PER_SAMPLE; const int NEEDED_BYTES = static_cast((static_cast(duration_ms) * BYTES_PER_SECOND) / 1000); while (SDL_GetAudioStreamAvailable(music->stream) < NEEDED_BYTES) { const int DECODED = feedMusicChunk(music); if (DECODED <= 0) { break; } // EOF: deixem drenar el que hi haja } } // --- update() helpers --- inline void updateOutgoingFade() { if ((outgoing_music.stream == nullptr) || !outgoing_music.fade.active) { return; } const Uint64 NOW = SDL_GetTicks(); const Uint64 ELAPSED = NOW - outgoing_music.fade.start_time; if (ELAPSED >= static_cast(outgoing_music.fade.duration_ms)) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; outgoing_music.fade.active = false; } else { const float PERCENT = static_cast(ELAPSED) / static_cast(outgoing_music.fade.duration_ms); SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0F - PERCENT)); } } inline void updateIncomingFade() { if (!incoming_fade.active) { return; } const Uint64 NOW = SDL_GetTicks(); const Uint64 ELAPSED = NOW - incoming_fade.start_time; if (ELAPSED >= static_cast(incoming_fade.duration_ms)) { incoming_fade.active = false; SDL_SetAudioStreamGain(current_music->stream, music_volume); } else { const float PERCENT = static_cast(ELAPSED) / static_cast(incoming_fade.duration_ms); SDL_SetAudioStreamGain(current_music->stream, music_volume * PERCENT); } } inline void updateCurrentMusic() { if (!music_enabled || (current_music == nullptr) || current_music->state != MusicState::PLAYING) { return; } updateIncomingFade(); // Streaming: rellenem l'stream fins al low-water-mark i parem si el // vorbis s'ha esgotat i no queden loops. pumpMusic(current_music); if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) { stopMusic(); } } inline void updateSoundChannels() { if (!sound_enabled) { return; } for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; ++i) { auto& ch = channels[i]; if (ch.state != ChannelState::PLAYING) { continue; } if (ch.times != 0) { if (static_cast(SDL_GetAudioStreamAvailable(ch.stream)) < (ch.sound->length / 2)) { SDL_PutAudioStreamData(ch.stream, ch.sound->buffer.get(), ch.sound->length); if (ch.times > 0) { ch.times--; } } } else { if (SDL_GetAudioStreamAvailable(ch.stream) == 0) { stopChannel(i); } } } } inline void update() { updateOutgoingFade(); updateCurrentMusic(); updateSoundChannels(); } inline void init(int freq, SDL_AudioFormat format, int num_channels) { audio_spec = {.format = format, .channels = num_channels, .freq = freq}; if (sdl_audio_device != 0) { SDL_CloseAudioDevice(sdl_audio_device); } sdl_audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_spec); if (sdl_audio_device == 0) { std::cout << "Failed to initialize SDL audio!" << '\n'; } for (auto& ch : channels) { ch.state = ChannelState::FREE; } std::ranges::fill(sound_volume, 0.5F); } inline void quit() { if (outgoing_music.stream != nullptr) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; } if (sdl_audio_device != 0) { SDL_CloseAudioDevice(sdl_audio_device); } sdl_audio_device = 0; } // --- Music Functions --- inline 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` // 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 = new Music(); music->ogg_data.assign(buffer, buffer + length); int vorbis_error = 0; music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(), static_cast(length), &vorbis_error, nullptr); if (music->vorbis == nullptr) { std::cout << "loadMusic: stb_vorbis_open_memory failed (error " << vorbis_error << ")" << '\n'; delete music; return nullptr; } const stb_vorbis_info INFO = stb_vorbis_get_info(music->vorbis); music->spec.channels = INFO.channels; music->spec.freq = static_cast(INFO.sample_rate); music->spec.format = SDL_AUDIO_S16; music->state = MusicState::STOPPED; return music; } // Overload amb filename — els callers l'usen per poder comparar la música // en curs amb getMusicFilename() i no rearrancar-la si ja és la mateixa. inline auto loadMusic(Uint8* buffer, Uint32 length, const char* filename) -> Music* { Music* music = loadMusic(static_cast(buffer), length); if ((music != nullptr) && (filename != nullptr)) { music->filename = filename; } return music; } inline auto loadMusic(const char* filename) -> Music* { // Carreguem primer el arxiu en memòria i després el descomprimim. FILE* f = std::fopen(filename, "rb"); if (f == nullptr) { return nullptr; } std::fseek(f, 0, SEEK_END); const long FSIZE = std::ftell(f); std::fseek(f, 0, SEEK_SET); if (FSIZE <= 0) { std::fclose(f); return nullptr; } auto* buffer = static_cast(std::malloc(static_cast(FSIZE) + 1)); if (buffer == nullptr) { std::fclose(f); return nullptr; } if (std::fread(buffer, FSIZE, 1, f) != 1) { std::fclose(f); std::free(buffer); return nullptr; } std::fclose(f); Music* music = loadMusic(static_cast(buffer), static_cast(FSIZE)); if (music != nullptr) { music->filename = filename; } std::free(buffer); return music; } inline void playMusic(Music* music, int loop = -1) { if (!music_enabled || (music == nullptr) || (music->vorbis == nullptr)) { return; } stopMusic(); current_music = music; current_music->state = MusicState::PLAYING; current_music->times = loop; // Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera- // vegada com replays/canvis de track que tornen a la mateixa pista. stb_vorbis_seek_start(current_music->vorbis); current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &audio_spec); if (current_music->stream == nullptr) { std::cout << "Failed to create audio stream!" << '\n'; current_music->state = MusicState::STOPPED; return; } SDL_SetAudioStreamGain(current_music->stream, music_volume); // Pre-cargem el buffer abans de bindejar per evitar un underrun inicial. pumpMusic(current_music); if (!SDL_BindAudioStream(sdl_audio_device, current_music->stream)) { std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n'; } } inline auto getMusicFilename(const Music* music = nullptr) -> const char* { if (music == nullptr) { music = current_music; } if ((music == nullptr) || music->filename.empty()) { return nullptr; } return music->filename.c_str(); } inline void pauseMusic() { if (!music_enabled) { return; } if ((current_music == nullptr) || current_music->state != MusicState::PLAYING) { return; } current_music->state = MusicState::PAUSED; SDL_UnbindAudioStream(current_music->stream); } inline void resumeMusic() { if (!music_enabled) { return; } if ((current_music == nullptr) || current_music->state != MusicState::PAUSED) { return; } current_music->state = MusicState::PLAYING; SDL_BindAudioStream(sdl_audio_device, current_music->stream); } inline void stopMusic() { // Limpiar outgoing crossfade si existe if (outgoing_music.stream != nullptr) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; outgoing_music.fade.active = false; } incoming_fade.active = false; if ((current_music == nullptr) || current_music->state == MusicState::INVALID || current_music->state == MusicState::STOPPED) { return; } current_music->state = MusicState::STOPPED; if (current_music->stream != nullptr) { SDL_DestroyAudioStream(current_music->stream); current_music->stream = nullptr; } // Deixem el handle de vorbis viu — es tanca en deleteMusic. // Rebobinem perquè un futur playMusic comence des del principi. if (current_music->vorbis != nullptr) { stb_vorbis_seek_start(current_music->vorbis); } } inline void fadeOutMusic(int milliseconds) { if (!music_enabled) { return; } if ((current_music == nullptr) || current_music->state != MusicState::PLAYING) { return; } // Destruir outgoing anterior si existe if (outgoing_music.stream != nullptr) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; } // Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no // tindrà accés al vorbis decoder i només podrà drenar el que tinga. preFillOutgoing(current_music, milliseconds); // Robar el stream del current_music al outgoing outgoing_music.stream = current_music->stream; outgoing_music.fade = {.active = true, .start_time = SDL_GetTicks(), .duration_ms = milliseconds, .initial_volume = music_volume}; // Dejar current_music sin stream (ya lo tiene outgoing) current_music->stream = nullptr; current_music->state = MusicState::STOPPED; if (current_music->vorbis != nullptr) { stb_vorbis_seek_start(current_music->vorbis); } incoming_fade.active = false; } inline void crossfadeMusic(Music* music, int crossfade_ms, int loop) { if (!music_enabled || (music == nullptr) || (music->vorbis == nullptr)) { return; } // Destruir outgoing anterior si existe (crossfade durante crossfade) if (outgoing_music.stream != nullptr) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; outgoing_music.fade.active = false; } // Robar el stream de la musica actual al outgoing para el fade-out. // Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci // abans d'acabar el fade (l'stream robat ja no pot alimentar-se). if ((current_music != nullptr) && current_music->state == MusicState::PLAYING && (current_music->stream != nullptr)) { preFillOutgoing(current_music, crossfade_ms); outgoing_music.stream = current_music->stream; outgoing_music.fade = {.active = true, .start_time = SDL_GetTicks(), .duration_ms = crossfade_ms, .initial_volume = music_volume}; current_music->stream = nullptr; current_music->state = MusicState::STOPPED; if (current_music->vorbis != nullptr) { stb_vorbis_seek_start(current_music->vorbis); } } // Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente) current_music = music; current_music->state = MusicState::PLAYING; current_music->times = loop; stb_vorbis_seek_start(current_music->vorbis); current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &audio_spec); if (current_music->stream == nullptr) { std::cout << "Failed to create audio stream for crossfade!" << '\n'; current_music->state = MusicState::STOPPED; return; } SDL_SetAudioStreamGain(current_music->stream, 0.0F); pumpMusic(current_music); // pre-carrega abans de bindejar SDL_BindAudioStream(sdl_audio_device, current_music->stream); // Configurar fade-in incoming_fade = {.active = true, .start_time = SDL_GetTicks(), .duration_ms = crossfade_ms, .initial_volume = 0.0F}; } inline auto getMusicState() -> MusicState { if (!music_enabled) { return MusicState::DISABLED; } if (current_music == nullptr) { return MusicState::INVALID; } return current_music->state; } inline void deleteMusic(Music* music) { if (music == nullptr) { return; } if (current_music == music) { stopMusic(); current_music = nullptr; } if (music->stream != nullptr) { SDL_DestroyAudioStream(music->stream); } if (music->vorbis != nullptr) { stb_vorbis_close(music->vorbis); } // ogg_data (std::vector) i filename (std::string) s'alliberen sols // al destructor de Music. delete music; } inline auto setMusicVolume(float volume) -> float { music_volume = SDL_clamp(volume, 0.0F, 1.0F); if ((current_music != nullptr) && (current_music->stream != nullptr)) { SDL_SetAudioStreamGain(current_music->stream, music_volume); } return music_volume; } inline void setMusicPosition(float /*value*/) { // No implementat amb el backend de streaming. } inline auto getMusicPosition() -> float { return 0.0F; } inline void enableMusic(bool value) { if (!value && (current_music != nullptr) && (current_music->state == MusicState::PLAYING)) { stopMusic(); } music_enabled = value; } // --- Sound Functions --- inline auto loadSound(std::uint8_t* buffer, std::uint32_t size) -> Sound* { auto sound = std::make_unique(); Uint8* raw = nullptr; if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), true, &sound->spec, &raw, &sound->length)) { std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n'; return nullptr; } sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer return sound.release(); } inline auto loadSound(const char* filename) -> Sound* { auto sound = std::make_unique(); Uint8* raw = nullptr; if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) { std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n'; return nullptr; } sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer return sound.release(); } inline auto playSound(Sound* sound, int loop = 0, int group = 0) -> int { if (!sound_enabled || (sound == nullptr)) { return -1; } int channel = 0; while (channel < MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != ChannelState::FREE) { channel++; } if (channel == MAX_SIMULTANEOUS_CHANNELS) { // No hi ha canal lliure, reemplacem el primer channel = 0; } return playSoundOnChannel(sound, channel, loop, group); } inline auto playSoundOnChannel(Sound* sound, int channel, int loop, int group) -> int { if (!sound_enabled || (sound == nullptr)) { return -1; } if (channel < 0 || channel >= MAX_SIMULTANEOUS_CHANNELS) { return -1; } stopChannel(channel); channels[channel].sound = sound; channels[channel].times = loop; channels[channel].pos = 0; channels[channel].group = group; channels[channel].state = ChannelState::PLAYING; channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &audio_spec); if (channels[channel].stream == nullptr) { std::cout << "Failed to create audio stream for sound!" << '\n'; channels[channel].state = ChannelState::FREE; return -1; } SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length); SDL_SetAudioStreamGain(channels[channel].stream, sound_volume[group]); SDL_BindAudioStream(sdl_audio_device, channels[channel].stream); return channel; } inline void deleteSound(Sound* sound) { if (sound == nullptr) { return; } for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; i++) { if (channels[i].sound == sound) { stopChannel(i); } } // buffer es destrueix automàticament via RAII (SdlFreeDeleter). delete sound; } inline void pauseChannel(int channel) { if (!sound_enabled) { return; } if (channel == -1) { for (auto& ch : channels) { if (ch.state == ChannelState::PLAYING) { ch.state = ChannelState::PAUSED; SDL_UnbindAudioStream(ch.stream); } } } else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) { if (channels[channel].state == ChannelState::PLAYING) { channels[channel].state = ChannelState::PAUSED; SDL_UnbindAudioStream(channels[channel].stream); } } } inline void resumeChannel(int channel) { if (!sound_enabled) { return; } if (channel == -1) { for (auto& ch : channels) { if (ch.state == ChannelState::PAUSED) { ch.state = ChannelState::PLAYING; SDL_BindAudioStream(sdl_audio_device, ch.stream); } } } else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) { if (channels[channel].state == ChannelState::PAUSED) { channels[channel].state = ChannelState::PLAYING; SDL_BindAudioStream(sdl_audio_device, channels[channel].stream); } } } inline void stopChannel(int channel) { if (channel == -1) { for (auto& ch : channels) { if (ch.state != ChannelState::FREE) { if (ch.stream != nullptr) { SDL_DestroyAudioStream(ch.stream); } ch.stream = nullptr; ch.state = ChannelState::FREE; ch.pos = 0; ch.sound = nullptr; } } } else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) { if (channels[channel].state != ChannelState::FREE) { if (channels[channel].stream != nullptr) { SDL_DestroyAudioStream(channels[channel].stream); } channels[channel].stream = nullptr; channels[channel].state = ChannelState::FREE; channels[channel].pos = 0; channels[channel].sound = nullptr; } } } inline auto getChannelState(int channel) -> ChannelState { if (!sound_enabled) { return ChannelState::DISABLED; } if (channel < 0 || channel >= MAX_SIMULTANEOUS_CHANNELS) { return ChannelState::INVALID; } return channels[channel].state; } inline auto setSoundVolume(float volume, int group = -1) -> float { const float V = SDL_clamp(volume, 0.0F, 1.0F); if (group == -1) { std::ranges::fill(sound_volume, V); } else if (group >= 0 && group < MAX_GROUPS) { sound_volume[group] = V; } else { return V; } // Aplicar volum als canals actius. for (auto& ch : channels) { if ((ch.state == ChannelState::PLAYING) || (ch.state == ChannelState::PAUSED)) { if (group == -1 || ch.group == group) { if (ch.stream != nullptr) { SDL_SetAudioStreamGain(ch.stream, sound_volume[ch.group]); } } } } return V; } inline void enableSound(bool value) { if (!value) { stopChannel(-1); } sound_enabled = value; } inline auto setVolume(float volume) -> float { const float V = setMusicVolume(volume); setSoundVolume(V, -1); return V; } } // namespace Ja