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projecte_2026/source/core/audio/jail_audio.hpp
2026-04-12 17:12:52 +02:00

571 lines
20 KiB
C++

#pragma once
// --- Includes ---
#include <SDL3/SDL.h>
#include <stdint.h> // Para uint32_t, uint8_t
#include <stdio.h> // Para NULL, fseek, printf, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET
#include <stdlib.h> // Para free, malloc
#include <string.h> // Para strcpy, strlen
#define STB_VORBIS_HEADER_ONLY
#include "external/stb_vorbis.h" // Para stb_vorbis_decode_memory
// --- Public Enums ---
enum JA_Channel_state { JA_CHANNEL_INVALID,
JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED };
// --- Struct Definitions ---
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
#define JA_MAX_GROUPS 2
struct JA_Sound_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{NULL};
};
struct JA_Channel_t {
JA_Sound_t* sound{nullptr};
int pos{0};
int times{0};
int group{0};
SDL_AudioStream* stream{nullptr};
JA_Channel_state state{JA_CHANNEL_FREE};
};
struct JA_Music_t {
SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000};
Uint32 length{0};
Uint8* buffer{nullptr};
char* filename{nullptr};
int pos{0};
int times{0};
SDL_AudioStream* stream{nullptr};
JA_Music_state state{JA_MUSIC_INVALID};
};
// --- Internal Global State ---
// Marcado 'inline' (C++17) para asegurar una única instancia.
inline JA_Music_t* current_music{nullptr};
inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
inline SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000};
inline float JA_musicVolume{1.0f};
inline float JA_soundVolume[JA_MAX_GROUPS];
inline bool JA_musicEnabled{true};
inline bool JA_soundEnabled{true};
inline SDL_AudioDeviceID sdlAudioDevice{0};
// --- Crossfade / Fade State ---
struct JA_FadeState {
bool active{false};
Uint64 start_time{0};
int duration_ms{0};
float initial_volume{0.0f};
};
struct JA_OutgoingMusic {
SDL_AudioStream* stream{nullptr};
JA_FadeState fade;
};
inline JA_OutgoingMusic outgoing_music;
inline JA_FadeState incoming_fade;
// --- Forward Declarations ---
inline void JA_StopMusic();
inline void JA_StopChannel(const int channel);
inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0);
inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1);
// --- Core Functions ---
inline void JA_Update() {
// --- Outgoing music fade-out (crossfade o fade-out a silencio) ---
if (outgoing_music.stream && outgoing_music.fade.active) {
Uint64 now = SDL_GetTicks();
Uint64 elapsed = now - outgoing_music.fade.start_time;
if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
} else {
float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms;
SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent));
}
}
// --- Current music ---
if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) {
// Fade-in (parte de un crossfade)
if (incoming_fade.active) {
Uint64 now = SDL_GetTicks();
Uint64 elapsed = now - incoming_fade.start_time;
if (elapsed >= (Uint64)incoming_fade.duration_ms) {
incoming_fade.active = false;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
} else {
float percent = (float)elapsed / (float)incoming_fade.duration_ms;
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent);
}
}
// Buffering de musica en loop
if (current_music->times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(current_music->stream) < (current_music->length / 2)) {
SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
}
if (current_music->times > 0) current_music->times--;
} else {
if (SDL_GetAudioStreamAvailable(current_music->stream) == 0) JA_StopMusic();
}
}
// --- Sound channels ---
if (JA_soundEnabled) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i)
if (channels[i].state == JA_CHANNEL_PLAYING) {
if (channels[i].times != 0) {
if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) {
SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer, channels[i].sound->length);
if (channels[i].times > 0) channels[i].times--;
}
} else {
if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i);
}
}
}
}
inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) {
#ifdef _DEBUG
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_audioSpec = {format, num_channels, freq};
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); // Corregido: !sdlAudioDevice -> sdlAudioDevice
sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
if (sdlAudioDevice == 0) SDL_Log("Failed to initialize SDL audio!");
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE;
for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f;
}
inline void JA_Quit() {
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0;
}
// --- Music Functions ---
inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) {
JA_Music_t* music = new JA_Music_t();
int chan, samplerate;
short* output;
music->length = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &output) * chan * 2;
music->spec.channels = chan;
music->spec.freq = samplerate;
music->spec.format = SDL_AUDIO_S16;
music->buffer = static_cast<Uint8*>(SDL_malloc(music->length));
SDL_memcpy(music->buffer, output, music->length);
free(output);
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
return music;
}
inline JA_Music_t* JA_LoadMusic(const char* filename) {
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE* f = fopen(filename, "rb");
if (!f) return NULL; // Añadida comprobación de apertura
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
auto* buffer = static_cast<Uint8*>(malloc(fsize + 1));
if (!buffer) { // Añadida comprobación de malloc
fclose(f);
return NULL;
}
if (fread(buffer, fsize, 1, f) != 1) {
fclose(f);
free(buffer);
return NULL;
}
fclose(f);
JA_Music_t* music = JA_LoadMusic(buffer, fsize);
if (music) { // Comprobar que JA_LoadMusic tuvo éxito
music->filename = static_cast<char*>(malloc(strlen(filename) + 1));
if (music->filename) {
strcpy(music->filename, filename);
}
}
free(buffer);
return music;
}
inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) {
if (!JA_musicEnabled || !music) return; // Añadida comprobación de music
JA_StopMusic();
current_music = music;
current_music->pos = 0;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) { // Comprobar creación de stream
SDL_Log("Failed to create audio stream!");
current_music->state = JA_MUSIC_STOPPED;
return;
}
if (!SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length)) printf("[ERROR] SDL_PutAudioStreamData failed!\n");
SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume);
if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) printf("[ERROR] SDL_BindAudioStream failed!\n");
}
inline char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) {
if (!music) music = current_music;
if (!music) return nullptr; // Añadida comprobación
return music->filename;
}
inline void JA_PauseMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Comprobación mejorada
current_music->state = JA_MUSIC_PAUSED;
SDL_UnbindAudioStream(current_music->stream);
}
inline void JA_ResumeMusic() {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; // Comprobación mejorada
current_music->state = JA_MUSIC_PLAYING;
SDL_BindAudioStream(sdlAudioDevice, current_music->stream);
}
inline void JA_StopMusic() {
// Limpiar outgoing crossfade si existe
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
outgoing_music.fade.active = false;
}
incoming_fade.active = false;
if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
if (current_music->stream) {
SDL_DestroyAudioStream(current_music->stream);
current_music->stream = nullptr;
}
}
inline void JA_FadeOutMusic(const int milliseconds) {
if (!JA_musicEnabled) return;
if (!current_music || current_music->state != JA_MUSIC_PLAYING) return;
// Destruir outgoing anterior si existe
if (outgoing_music.stream) {
SDL_DestroyAudioStream(outgoing_music.stream);
outgoing_music.stream = nullptr;
}
// Robar el stream del current_music al outgoing
outgoing_music.stream = current_music->stream;
outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume};
// Dejar current_music sin stream (ya lo tiene outgoing)
current_music->stream = nullptr;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
incoming_fade.active = false;
}
inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) {
if (!JA_musicEnabled || !music) return;
// Destruir outgoing anterior si existe (crossfade durante crossfade)
if (outgoing_music.stream) {
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
if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) {
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;
}
// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
current_music = music;
current_music->pos = 0;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
current_music->stream = SDL_CreateAudioStream(&current_music->spec, &JA_audioSpec);
if (!current_music->stream) {
SDL_Log("Failed to create audio stream for crossfade!");
current_music->state = JA_MUSIC_STOPPED;
return;
}
SDL_PutAudioStreamData(current_music->stream, current_music->buffer, current_music->length);
SDL_SetAudioStreamGain(current_music->stream, 0.0f);
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;
}
SDL_free(music->buffer);
if (music->stream) SDL_DestroyAudioStream(music->stream);
free(music->filename); // filename se libera aquí
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) {
if (!current_music) return;
current_music->pos = value * current_music->spec.freq;
// Nota: Esta implementación de 'pos' no parece usarse en JA_Update para
// el streaming. El streaming siempre parece empezar desde el principio.
}
inline float JA_GetMusicPosition() {
if (!current_music) return 0;
return float(current_music->pos) / float(current_music->spec.freq);
// Nota: Ver `JA_SetMusicPosition`
}
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_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t* sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
// Nota: spec se queda con los valores por defecto.
return sound;
}
inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &sound->buffer, &sound->length)) {
SDL_Log("Failed to load WAV from memory: %s", SDL_GetError());
delete sound;
return nullptr;
}
return sound;
}
inline JA_Sound_t* JA_LoadSound(const char* filename) {
JA_Sound_t* sound = new JA_Sound_t();
if (!SDL_LoadWAV(filename, &sound->spec, &sound->buffer, &sound->length)) {
SDL_Log("Failed to load WAV file: %s", SDL_GetError());
delete sound;
return nullptr;
}
return sound;
}
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); // Detiene y limpia el canal si estaba en uso
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].group = group; // Asignar grupo
channels[channel].state = JA_CHANNEL_PLAYING;
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec);
if (!channels[channel].stream) {
SDL_Log("Failed to create audio stream for sound!");
channels[channel].state = JA_CHANNEL_FREE;
return -1;
}
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer, 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);
}
SDL_free(sound->buffer);
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 = NULL;
}
}
} 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 = NULL;
}
}
}
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) // -1 para todos los grupos
{
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; // Grupo inválido
}
// Aplicar volumen a canales activos
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); // Detener todos los canales
}
JA_soundEnabled = value;
}
inline float JA_SetVolume(float volume) {
float v = JA_SetMusicVolume(volume);
JA_SetSoundVolume(v, -1); // Aplicar a todos los grupos de sonido
return v;
}