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REVIEWED: Multichannel sound system #1548

I don't like this solution but I think it's valid in the meantime....
pull/1573/head
raysan5 3 years ago
parent
commit
c49ce58f02
1 changed files with 22 additions and 27 deletions
  1. +22
    -27
      src/raudio.c

+ 22
- 27
src/raudio.c View File

@ -367,9 +367,6 @@ static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel,
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
static void InitAudioBufferPool(void); // Initialise the multichannel buffer pool
static void CloseAudioBufferPool(void); // Close the audio buffers pool
#if defined(SUPPORT_FILEFORMAT_WAV)
static Wave LoadWAV(const unsigned char *fileData, unsigned int fileSize); // Load WAV file
static int SaveWAV(Wave wave, const char *fileName); // Save wave data as WAV file
@ -468,6 +465,14 @@ void InitAudioDevice(void)
ma_context_uninit(&AUDIO.System.context);
return;
}
// Init dummy audio buffers pool for multichannel sound playing
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
// WARNING: An empty audioBuffer is created (data = 0)
// AudioBuffer data just points to loaded sound data
AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO_DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
TRACELOG(LOG_INFO, "AUDIO: Device initialized successfully");
TRACELOG(LOG_INFO, " > Backend: miniaudio / %s", ma_get_backend_name(AUDIO.System.context.backend));
@ -476,8 +481,6 @@ void InitAudioDevice(void)
TRACELOG(LOG_INFO, " > Sample rate: %d -> %d", AUDIO.System.device.sampleRate, AUDIO.System.device.playback.internalSampleRate);
TRACELOG(LOG_INFO, " > Periods size: %d", AUDIO.System.device.playback.internalPeriodSizeInFrames*AUDIO.System.device.playback.internalPeriods);
InitAudioBufferPool();
AUDIO.System.isReady = true;
}
@ -486,12 +489,24 @@ void CloseAudioDevice(void)
{
if (AUDIO.System.isReady)
{
// Unload dummy audio buffers pool
// WARNING: They can be pointing to already unloaded data
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
//UnloadAudioBuffer(AUDIO.MultiChannel.pool[i]);
if (AUDIO.MultiChannel.pool[i] != NULL)
{
ma_data_converter_uninit(&AUDIO.MultiChannel.pool[i]->converter);
UntrackAudioBuffer(AUDIO.MultiChannel.pool[i]);
//RL_FREE(buffer->data); // Already unloaded by UnloadSound()
RL_FREE(AUDIO.MultiChannel.pool[i]);
}
}
ma_mutex_uninit(&AUDIO.System.lock);
ma_device_uninit(&AUDIO.System.device);
ma_context_uninit(&AUDIO.System.context);
CloseAudioBufferPool();
AUDIO.System.isReady = false;
TRACELOG(LOG_INFO, "AUDIO: Device closed successfully");
@ -1909,26 +1924,6 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
}
}
// Initialise the multichannel buffer pool
static void InitAudioBufferPool(void)
{
// Dummy buffers
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
// WARNING: An empty audioBuffer is created (data = 0)
AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO_DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
// TODO: Verification required for log
TRACELOG(LOG_INFO, "AUDIO: Multichannel pool size: %i", MAX_AUDIO_BUFFER_POOL_CHANNELS);
}
// Close the audio buffers pool
static void CloseAudioBufferPool(void)
{
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) UnloadAudioBuffer(AUDIO.MultiChannel.pool[i]);
}
#if defined(SUPPORT_FILEFORMAT_WAV)
// Load WAV file data into Wave structure
// NOTE: Using dr_wav library

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