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