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Some code reviews -WIP-

pull/2419/head
Ray 2 years ago
parent
commit
bcd84cd36d
1 changed files with 19 additions and 16 deletions
  1. +19
    -16
      src/raudio.c

+ 19
- 16
src/raudio.c View File

@ -465,8 +465,7 @@ void InitAudioDevice(void)
// Init dummy audio buffers pool for multichannel sound playing
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
// WARNING: An empty audio buffer is created (data = 0)
// AudioBuffer data just points to loaded sound data
// WARNING: An empty audio buffer is created (data = 0) and added to list, AudioBuffer data is filled on PlaySoundMulti()
AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO.System.device.sampleRate, 0, AUDIO_BUFFER_USAGE_STATIC);
}
@ -1068,7 +1067,8 @@ void PlaySoundMulti(Sound sound)
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[0] = false;
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[1] = false;
AUDIO.MultiChannel.pool[index]->sizeInFrames = sound.stream.buffer->sizeInFrames;
AUDIO.MultiChannel.pool[index]->data = sound.stream.buffer->data;
AUDIO.MultiChannel.pool[index]->data = sound.stream.buffer->data; // Fill dummy track with data for playing
PlayAudioBuffer(AUDIO.MultiChannel.pool[index]);
}
@ -2255,41 +2255,44 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
ma_mutex_unlock(&AUDIO.System.lock);
}
// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
// Main mixing function, pretty simple in this project, just an accumulation
// NOTE: framesOut is both an input and an output, it is initially filled with zeros outside of this function
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, AudioBuffer *buffer)
{
const float localVolume = buffer->volume;
const ma_uint32 channels = AUDIO.System.device.playback.channels;
const ma_uint32 nChannels = AUDIO.System.device.playback.channels;
if (nChannels == 2)
if (channels == 2) // We consider panning
{
const float left = buffer->pan;
const float right = 1.0f - left;
// fast sine approximation in [0..1] for pan law: y = 0.5f * x * (3 - x * x);
const float levels[2] = { localVolume*0.5f*left*(3.0f-left*left), localVolume*0.5f*right*(3.0f-right*right) };
// Fast sine approximation in [0..1] for pan law: y = 0.5f*x*(3 - x*x);
const float levels[2] = { localVolume*0.5f*left*(3.0f - left*left), localVolume*0.5f*right*(3.0f - right*right) };
float *frameOut = framesOut;
const float *frameIn = framesIn;
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
for (ma_uint32 frame = 0; frame < frameCount; frame++)
{
frameOut[0] += (frameIn[0]*levels[0]);
frameOut[1] += (frameIn[1]*levels[1]);
frameOut += 2;
frameIn += 2;
}
}
else // pan is kinda meaningless
else // We do not consider panning
{
for (ma_uint32 iFrame = 0; iFrame < frameCount; o">++iFrame)
for (ma_uint32 frame = 0; frame < frameCount; n">frame++)
{
for (ma_uint32 iChannel = 0; iChannel < nChannels; ++iChannel)
for (ma_uint32 c = 0; c < channels; c++)
{
float *frameOut = framesOut + (iFrame * nChannels);
const float *frameIn = framesIn + (iFrame * nChannels);
float *frameOut = framesOut + (frame*channels);
const float *frameIn = framesIn + (frame*channels);
frameOut[iChannel] += (frameIn[iChannel] * localVolume);
// Output accumulates input multiplied by volume to provided output (usually 0)
frameOut[c] += (frameIn[c]*localVolume);
}
}
}

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