680 lines
24 KiB
C++
680 lines
24 KiB
C++
#pragma once
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// --- Includes ---
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#include <SDL3/SDL.h>
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#include <stdint.h> // Para uint32_t, uint8_t
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#include <stdio.h> // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
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#include <stdlib.h> // Para free, malloc
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#include <iostream> // Para std::cout
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#include <memory> // Para std::unique_ptr
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#include <string> // Para std::string
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#include <vector> // Para std::vector
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#define STB_VORBIS_HEADER_ONLY
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#include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming
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// Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`.
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// Compatible amb `std::unique_ptr<Uint8[], SDLFreeDeleter>` — zero size
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// overhead gràcies a EBO, igual que un unique_ptr amb default_delete.
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struct SDLFreeDeleter {
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void operator()(Uint8* p) const noexcept {
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if (p) SDL_free(p);
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}
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};
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// --- Public Enums ---
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enum JA_Channel_state {
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JA_CHANNEL_INVALID,
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JA_CHANNEL_FREE,
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JA_CHANNEL_PLAYING,
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JA_CHANNEL_PAUSED,
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JA_SOUND_DISABLED,
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};
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enum JA_Music_state {
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JA_MUSIC_INVALID,
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JA_MUSIC_PLAYING,
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JA_MUSIC_PAUSED,
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JA_MUSIC_STOPPED,
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JA_MUSIC_DISABLED,
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};
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// --- Struct Definitions ---
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#define JA_MAX_SIMULTANEOUS_CHANNELS 20
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#define JA_MAX_GROUPS 2
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struct JA_Sound_t {
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SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
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Uint32 length{0};
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// Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV
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// via SDL_malloc; el deleter `SDLFreeDeleter` allibera amb SDL_free.
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std::unique_ptr<Uint8[], SDLFreeDeleter> buffer;
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};
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struct JA_Channel_t {
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JA_Sound_t* sound{nullptr};
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int pos{0};
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int times{0};
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int group{0};
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SDL_AudioStream* stream{nullptr};
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JA_Channel_state state{JA_CHANNEL_FREE};
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};
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struct JA_Music_t {
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SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
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// OGG comprimit en memòria. Propietat nostra; es copia des del buffer
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// d'entrada una sola vegada en JA_LoadMusic i es descomprimix en chunks
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// per streaming. Com que stb_vorbis guarda un punter persistent al
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// `.data()` d'aquest vector, no el podem resize'jar un cop establert
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// (una reallocation invalidaria el punter que el decoder conserva).
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std::vector<Uint8> ogg_data;
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stb_vorbis* vorbis{nullptr}; // handle del decoder, viu tot el cicle del JA_Music_t
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std::string filename;
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int times{0}; // loops restants (-1 = infinit, 0 = un sol play)
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SDL_AudioStream* stream{nullptr};
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JA_Music_state state{JA_MUSIC_INVALID};
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};
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// --- Internal Global State (inline, C++17) ---
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inline JA_Music_t* current_music{nullptr};
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inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
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inline SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000};
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inline float JA_musicVolume{1.0f};
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inline float JA_soundVolume[JA_MAX_GROUPS];
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inline bool JA_musicEnabled{true};
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inline bool JA_soundEnabled{true};
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inline SDL_AudioDeviceID sdlAudioDevice{0};
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// --- Crossfade / Fade State ---
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struct JA_FadeState {
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bool active{false};
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Uint64 start_time{0};
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int duration_ms{0};
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float initial_volume{0.0f};
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};
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struct JA_OutgoingMusic {
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SDL_AudioStream* stream{nullptr};
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JA_FadeState fade;
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};
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inline JA_OutgoingMusic outgoing_music;
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inline JA_FadeState incoming_fade;
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// --- Forward Declarations ---
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inline void JA_StopMusic();
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inline void JA_StopChannel(const int channel);
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inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
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inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
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// --- Music streaming internals ---
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// Bytes-per-sample per canal (sempre s16)
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static constexpr int JA_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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static constexpr int JA_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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static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f;
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// Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples
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// decodificats per canal (0 = EOF de l'stream vorbis).
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inline int JA_FeedMusicChunk(JA_Music_t* music) {
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if (!music || !music->vorbis || !music->stream) return 0;
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short chunk[JA_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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chunk,
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JA_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 * JA_MUSIC_BYTES_PER_SAMPLE;
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SDL_PutAudioStreamData(music->stream, chunk, bytes);
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return samples_per_channel;
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}
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// Reompli l'stream fins que tinga ≥ JA_MUSIC_LOW_WATER_SECONDS bufferats.
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// En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar.
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inline void JA_PumpMusic(JA_Music_t* music) {
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if (!music || !music->vorbis || !music->stream) return;
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const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
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const int low_water_bytes = static_cast<int>(JA_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 = JA_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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// Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream
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// siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb
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// streaming: l'stream robat no es pot re-alimentar perquè perd la referència
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// al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem.
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inline void JA_PreFillOutgoing(JA_Music_t* music, int duration_ms) {
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if (!music || !music->vorbis || !music->stream) return;
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const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE;
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const int needed_bytes = static_cast<int>((static_cast<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 = JA_FeedMusicChunk(music);
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if (decoded <= 0) break; // EOF: deixem drenar el que hi haja
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}
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}
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// --- Core Functions ---
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inline void JA_Update() {
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// --- Outgoing music fade-out (crossfade o fade-out a silencio) ---
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if (outgoing_music.stream && outgoing_music.fade.active) {
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Uint64 now = SDL_GetTicks();
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Uint64 elapsed = now - outgoing_music.fade.start_time;
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if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) {
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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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float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
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SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
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}
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}
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// --- Current music ---
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if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
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// Fade-in (parte de un crossfade)
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if (incoming_fade.active) {
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Uint64 now = SDL_GetTicks();
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Uint64 elapsed = now - incoming_fade.start_time;
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if (elapsed >= (Uint64)incoming_fade.duration_ms) {
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incoming_fade.active = false;
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SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
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} else {
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float percent = (float)elapsed / (float)incoming_fade.duration_ms;
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SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent);
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}
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}
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// Streaming: rellenem l'stream fins al low-water-mark i parem si el
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// vorbis s'ha esgotat i no queden loops.
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JA_PumpMusic(current_music);
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if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) {
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JA_StopMusic();
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}
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}
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// --- Sound channels ---
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if (JA_soundEnabled) {
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for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
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if (channels[i].state == JA_CHANNEL_PLAYING) {
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if (channels[i].times != 0) {
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if ((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 {
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if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i);
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}
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}
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}
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}
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inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
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JA_audioSpec = {format, num_channels, freq};
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if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
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sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
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if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n';
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for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
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for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
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}
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inline void JA_Quit() {
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if (outgoing_music.stream) {
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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 (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
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sdlAudioDevice = 0;
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}
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// --- Music Functions ---
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inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
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if (!buffer || length == 0) return nullptr;
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// Allocem el JA_Music_t primer per aprofitar el seu `std::vector<Uint8>`
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// com a propietari del OGG comprimit. stb_vorbis guarda un punter
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// persistent al buffer; com que ací no el resize'jem, el .data() és
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// estable durant tot el cicle de vida del music.
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auto* music = new JA_Music_t();
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music->ogg_data.assign(buffer, buffer + length);
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int error = 0;
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music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
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static_cast<int>(length),
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&error,
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nullptr);
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if (!music->vorbis) {
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std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << error << ")" << '\n';
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delete music;
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return nullptr;
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}
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const stb_vorbis_info info = stb_vorbis_get_info(music->vorbis);
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music->spec.channels = info.channels;
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music->spec.freq = static_cast<int>(info.sample_rate);
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music->spec.format = SDL_AUDIO_S16;
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music->state = JA_MUSIC_STOPPED;
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return music;
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}
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// Overload amb filename — els callers l'usen per poder comparar la música
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// en curs amb JA_GetMusicFilename() i no rearrancar-la si ja és la mateixa.
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inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filename) {
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JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), length);
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if (music && filename) music->filename = filename;
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return music;
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}
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inline JA_Music_t* JA_LoadMusic(const char* filename) {
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// Carreguem primer el arxiu en memòria i després el descomprimim.
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FILE* f = fopen(filename, "rb");
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if (!f) return nullptr;
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fseek(f, 0, SEEK_END);
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long fsize = ftell(f);
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fseek(f, 0, SEEK_SET);
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auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
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if (!buffer) {
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fclose(f);
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return nullptr;
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}
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if (fread(buffer, fsize, 1, f) != 1) {
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fclose(f);
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free(buffer);
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return nullptr;
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}
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fclose(f);
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JA_Music_t* music = JA_LoadMusic(static_cast<const Uint8*>(buffer), static_cast<Uint32>(fsize));
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if (music) {
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music->filename = filename;
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}
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free(buffer);
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return music;
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}
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inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
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if (!JA_musicEnabled || !music || !music->vorbis) return;
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JA_StopMusic();
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current_music = music;
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current_music->state = JA_MUSIC_PLAYING;
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current_music->times = loop;
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// Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera-
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// vegada com replays/canvis de track que tornen a la mateixa pista.
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stb_vorbis_seek_start(current_music->vorbis);
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current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &JA_audioSpec);
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if (!current_music->stream) {
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std::cout << "Failed to create audio stream!" << '\n';
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current_music->state = JA_MUSIC_STOPPED;
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return;
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}
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SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
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// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
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JA_PumpMusic(current_music);
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if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) {
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std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n';
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}
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}
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inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
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if (!music) music = current_music;
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if (!music || music->filename.empty()) return nullptr;
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return music->filename.c_str();
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}
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inline void JA_PauseMusic() {
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if (!JA_musicEnabled) return;
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if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
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current_music->state = JA_MUSIC_PAUSED;
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SDL_UnbindAudioStream(current_music->stream);
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}
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inline void JA_ResumeMusic() {
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if (!JA_musicEnabled) return;
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if (!current_music || current_music->state != JA_MUSIC_PAUSED) return;
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current_music->state = JA_MUSIC_PLAYING;
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SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
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}
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inline void JA_StopMusic() {
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// Limpiar outgoing crossfade si existe
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if (outgoing_music.stream) {
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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 || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
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current_music->state = JA_MUSIC_STOPPED;
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if (current_music->stream) {
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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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// Deixem el handle de vorbis viu — es tanca en JA_DeleteMusic.
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// Rebobinem perquè un futur JA_PlayMusic comence des del principi.
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if (current_music->vorbis) {
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stb_vorbis_seek_start(current_music->vorbis);
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}
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}
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inline void JA_FadeOutMusic(const int milliseconds) {
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if (!JA_musicEnabled) return;
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if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
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// Destruir outgoing anterior si existe
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if (outgoing_music.stream) {
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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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// Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no
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// tindrà accés al vorbis decoder i només podrà drenar el que tinga.
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JA_PreFillOutgoing(current_music, milliseconds);
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// Robar el stream del current_music al outgoing
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outgoing_music.stream = current_music->stream;
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outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume};
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// Dejar current_music sin stream (ya lo tiene outgoing)
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current_music->stream = nullptr;
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current_music->state = JA_MUSIC_STOPPED;
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if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis);
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incoming_fade.active = false;
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}
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inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) {
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if (!JA_musicEnabled || !music || !music->vorbis) return;
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// Destruir outgoing anterior si existe (crossfade durante crossfade)
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if (outgoing_music.stream) {
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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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// Robar el stream de la musica actual al outgoing para el fade-out.
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// Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci
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// abans d'acabar el fade (l'stream robat ja no pot alimentar-se).
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if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) {
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JA_PreFillOutgoing(current_music, crossfade_ms);
|
|
outgoing_music.stream = current_music->stream;
|
|
outgoing_music.fade = {true, SDL_GetTicks(), crossfade_ms, JA_musicVolume};
|
|
current_music->stream = nullptr;
|
|
current_music->state = JA_MUSIC_STOPPED;
|
|
if (current_music->vorbis) 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 = JA_MUSIC_PLAYING;
|
|
current_music->times = loop;
|
|
|
|
stb_vorbis_seek_start(current_music->vorbis);
|
|
current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &JA_audioSpec);
|
|
if (!current_music->stream) {
|
|
std::cout << "Failed to create audio stream for crossfade!" << '\n';
|
|
current_music->state = JA_MUSIC_STOPPED;
|
|
return;
|
|
}
|
|
SDL_SetAudioStreamGain(current_music->stream, 0.0f);
|
|
JA_PumpMusic(current_music); // pre-carrega abans de bindejar
|
|
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
|
|
|
|
// Configurar fade-in
|
|
incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f};
|
|
}
|
|
|
|
inline JA_Music_state JA_GetMusicState() {
|
|
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
|
|
if (!current_music) return JA_MUSIC_INVALID;
|
|
|
|
return current_music->state;
|
|
}
|
|
|
|
inline void JA_DeleteMusic(JA_Music_t* music) {
|
|
if (!music) return;
|
|
if (current_music == music) {
|
|
JA_StopMusic();
|
|
current_music = nullptr;
|
|
}
|
|
if (music->stream) SDL_DestroyAudioStream(music->stream);
|
|
if (music->vorbis) stb_vorbis_close(music->vorbis);
|
|
// ogg_data (std::vector) i filename (std::string) s'alliberen sols
|
|
// al destructor de JA_Music_t.
|
|
delete music;
|
|
}
|
|
|
|
inline float JA_SetMusicVolume(float volume) {
|
|
JA_musicVolume = SDL_clamp(volume, 0.0f, 1.0f);
|
|
if (current_music && current_music->stream) {
|
|
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
|
|
}
|
|
return JA_musicVolume;
|
|
}
|
|
|
|
inline void JA_SetMusicPosition(float /*value*/) {
|
|
// No implementat amb el backend de streaming.
|
|
}
|
|
|
|
inline float JA_GetMusicPosition() {
|
|
return 0.0f;
|
|
}
|
|
|
|
inline void JA_EnableMusic(const bool value) {
|
|
if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic();
|
|
JA_musicEnabled = value;
|
|
}
|
|
|
|
// --- Sound Functions ---
|
|
|
|
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
|
|
auto sound = std::make_unique<JA_Sound_t>();
|
|
Uint8* raw = nullptr;
|
|
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &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 JA_Sound_t* JA_LoadSound(const char* filename) {
|
|
auto sound = std::make_unique<JA_Sound_t>();
|
|
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 int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) {
|
|
if (!JA_soundEnabled || !sound) return -1;
|
|
|
|
int channel = 0;
|
|
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
|
|
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) {
|
|
// No hay canal libre, reemplazamos el primero
|
|
channel = 0;
|
|
}
|
|
|
|
return JA_PlaySoundOnChannel(sound, channel, loop, group);
|
|
}
|
|
|
|
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop, const int group) {
|
|
if (!JA_soundEnabled || !sound) return -1;
|
|
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
|
|
|
|
JA_StopChannel(channel);
|
|
|
|
channels[channel].sound = sound;
|
|
channels[channel].times = loop;
|
|
channels[channel].pos = 0;
|
|
channels[channel].group = group;
|
|
channels[channel].state = JA_CHANNEL_PLAYING;
|
|
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
|
|
|
|
if (!channels[channel].stream) {
|
|
std::cout << "Failed to create audio stream for sound!" << '\n';
|
|
channels[channel].state = JA_CHANNEL_FREE;
|
|
return -1;
|
|
}
|
|
|
|
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length);
|
|
SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]);
|
|
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
|
|
|
|
return channel;
|
|
}
|
|
|
|
inline void JA_DeleteSound(JA_Sound_t* sound) {
|
|
if (!sound) return;
|
|
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
|
if (channels[i].sound == sound) JA_StopChannel(i);
|
|
}
|
|
// buffer es destrueix automàticament via RAII (SDLFreeDeleter).
|
|
delete sound;
|
|
}
|
|
|
|
inline void JA_PauseChannel(const int channel) {
|
|
if (!JA_soundEnabled) return;
|
|
|
|
if (channel == -1) {
|
|
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
|
if (channels[i].state == JA_CHANNEL_PLAYING) {
|
|
channels[i].state = JA_CHANNEL_PAUSED;
|
|
SDL_UnbindAudioStream(channels[i].stream);
|
|
}
|
|
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
|
if (channels[channel].state == JA_CHANNEL_PLAYING) {
|
|
channels[channel].state = JA_CHANNEL_PAUSED;
|
|
SDL_UnbindAudioStream(channels[channel].stream);
|
|
}
|
|
}
|
|
}
|
|
|
|
inline void JA_ResumeChannel(const int channel) {
|
|
if (!JA_soundEnabled) return;
|
|
|
|
if (channel == -1) {
|
|
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
|
|
if (channels[i].state == JA_CHANNEL_PAUSED) {
|
|
channels[i].state = JA_CHANNEL_PLAYING;
|
|
SDL_BindAudioStream(sdlAudioDevice, channels[i].stream);
|
|
}
|
|
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
|
if (channels[channel].state == JA_CHANNEL_PAUSED) {
|
|
channels[channel].state = JA_CHANNEL_PLAYING;
|
|
SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream);
|
|
}
|
|
}
|
|
}
|
|
|
|
inline void JA_StopChannel(const int channel) {
|
|
if (channel == -1) {
|
|
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
|
if (channels[i].state != JA_CHANNEL_FREE) {
|
|
if (channels[i].stream) SDL_DestroyAudioStream(channels[i].stream);
|
|
channels[i].stream = nullptr;
|
|
channels[i].state = JA_CHANNEL_FREE;
|
|
channels[i].pos = 0;
|
|
channels[i].sound = nullptr;
|
|
}
|
|
}
|
|
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
|
|
if (channels[channel].state != JA_CHANNEL_FREE) {
|
|
if (channels[channel].stream) SDL_DestroyAudioStream(channels[channel].stream);
|
|
channels[channel].stream = nullptr;
|
|
channels[channel].state = JA_CHANNEL_FREE;
|
|
channels[channel].pos = 0;
|
|
channels[channel].sound = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
inline JA_Channel_state JA_GetChannelState(const int channel) {
|
|
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
|
|
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
|
|
|
|
return channels[channel].state;
|
|
}
|
|
|
|
inline float JA_SetSoundVolume(float volume, const int group = -1) {
|
|
const float v = SDL_clamp(volume, 0.0f, 1.0f);
|
|
|
|
if (group == -1) {
|
|
for (int i = 0; i < JA_MAX_GROUPS; ++i) {
|
|
JA_soundVolume[i] = v;
|
|
}
|
|
} else if (group >= 0 && group < JA_MAX_GROUPS) {
|
|
JA_soundVolume[group] = v;
|
|
} else {
|
|
return v;
|
|
}
|
|
|
|
// Aplicar volum als canals actius.
|
|
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
|
if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) {
|
|
if (group == -1 || channels[i].group == group) {
|
|
if (channels[i].stream) {
|
|
SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[channels[i].group]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return v;
|
|
}
|
|
|
|
inline void JA_EnableSound(const bool value) {
|
|
if (!value) {
|
|
JA_StopChannel(-1);
|
|
}
|
|
JA_soundEnabled = value;
|
|
}
|
|
|
|
inline float JA_SetVolume(float volume) {
|
|
float v = JA_SetMusicVolume(volume);
|
|
JA_SetSoundVolume(v, -1);
|
|
return v;
|
|
}
|