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authorJoshua Reisenauer <kd7tck@msn.com>2016-05-01 18:53:40 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-05-01 18:53:40 -0700
commita2a3d3aeb60dd117b02fc8c7c85ec428175a5f83 (patch)
treecb59b5555e748f23d7099d9e905c71f12d9aa2da /src
parentfa3112b40e5f6a1e09f34aadd7a4af9410179618 (diff)
downloadraylib-a2a3d3aeb60dd117b02fc8c7c85ec428175a5f83.tar.gz
raylib-a2a3d3aeb60dd117b02fc8c7c85ec428175a5f83.zip
new silence generator
Diffstat (limited to 'src')
-rw-r--r--src/audio.c74
-rw-r--r--src/audio.h7
-rw-r--r--src/raylib.h7
3 files changed, 60 insertions, 28 deletions
diff --git a/src/audio.c b/src/audio.c
index 8a8ca4ef..7100a6c1 100644
--- a/src/audio.c
+++ b/src/audio.c
@@ -37,6 +37,7 @@
#include "AL/al.h" // OpenAL basic header
#include "AL/alc.h" // OpenAL context header (like OpenGL, OpenAL requires a context to work)
+#include "AL/alext.h" // extensions for other format types
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // Required for strcmp()
@@ -93,12 +94,10 @@ typedef struct Music {
// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
-// a dedicated mix channel.
+// a dedicated mix channel. All audio is 32bit floating point in stereo.
typedef struct AudioContext_t {
unsigned short sampleRate; // default is 48000
- unsigned char bitsPerSample; // 16 is default
unsigned char mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
- unsigned char channels; // 1=mono, 2=stereo
ALenum alFormat; // openAL format specifier
ALuint alSource; // openAL source
ALuint alBuffer[2]; // openAL sample buffer
@@ -126,6 +125,9 @@ static void UnloadWave(Wave wave); // Unload wave data
static bool BufferMusicStream(ALuint buffer); // Fill music buffers with data
static void EmptyMusicStream(void); // Empty music buffers
+// fill buffer with zeros
+static void FillAlBufferWithSilence(AudioContext_t *ac, ALuint buffer);
+
#if defined(AUDIO_STANDALONE)
const char *GetExtension(const char *fileName); // Get the extension for a filename
void TraceLog(int msgType, const char *text, ...); // Outputs a trace log message (INFO, ERROR, WARNING)
@@ -197,8 +199,9 @@ bool IsAudioDeviceReady(void)
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
-// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
-AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels)
+// exmple usage is InitAudioContext(48000, 0); // mixchannel 1, 48khz
+// all samples are floating point stereo by default
+AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel)
{
if(mixChannel > MAX_AUDIO_CONTEXTS) return NULL;
if(!IsAudioDeviceReady()) InitAudioDevice();
@@ -207,22 +210,11 @@ AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSa
if(!mixChannelsActive_g[mixChannel]){
AudioContext_t *ac = malloc(sizeof(AudioContext_t));
ac->sampleRate = sampleRate;
- ac->bitsPerSample = bitsPerSample;
ac->mixChannel = mixChannel;
- ac->channels = channels;
mixChannelsActive_g[mixChannel] = ac;
// setup openAL format
- if (channels == 1)
- {
- if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_MONO8;
- else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_MONO16;
- }
- else if (channels == 2)
- {
- if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_STEREO8;
- else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_STEREO16;
- }
+ ac->alFormat = AL_FORMAT_STEREO_FLOAT32;
// Create an audio source
alGenSources(1, &ac->alSource);
@@ -232,7 +224,14 @@ AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSa
alSource3f(ac->alSource, AL_VELOCITY, 0, 0, 0);
// Create Buffer
- alGenBuffers(2, &ac->alBuffer);
+ alGenBuffers(2, ac->alBuffer);
+
+ //fill buffers
+ FillAlBufferWithSilence(ac, ac->alBuffer[0]);
+ FillAlBufferWithSilence(ac, ac->alBuffer[1]);
+ alSourceQueueBuffers(ac->alSource, 2, ac->alBuffer);
+ alSourcei(ac->alSource, AL_LOOPING, AL_FALSE); // this could cause errors
+ alSourcePlay(ac->alSource);
return ac;
@@ -245,8 +244,20 @@ void CloseAudioContext(AudioContext ctx)
{
AudioContext_t *context = (AudioContext_t*)ctx;
if(context){
+ alSourceStop(context->alSource);
+
+ //flush out all queued buffers
+ ALuint buffer = 0;
+ int queued = 0;
+ alGetSourcei(context->alSource, AL_BUFFERS_QUEUED, &queued);
+ while (queued > 0)
+ {
+ alSourceUnqueueBuffers(context->alSource, 1, &buffer);
+ queued--;
+ }
+
alDeleteSources(1, &context->alSource);
- alDeleteBuffers(2, &context->alBuffer);
+ alDeleteBuffers(2, context->alBuffer);
mixChannelsActive_g[context->mixChannel] = NULL;
free(context);
ctx = NULL;
@@ -254,15 +265,34 @@ void CloseAudioContext(AudioContext ctx)
}
// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
-void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength)
+// Call "UpdateAudioContext(ctx, NULL, 0)" every game tick if you want to pause the audio
+void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength)
{
AudioContext_t *context = (AudioContext_t*)ctx;
- if(!musicEnabled && context && mixChannelsActive_g[context->mixChannel] == context)
+ if (context && mixChannelsActive_g[context->mixChannel] == context)
{
- ;
+ ALint processed = 0;
+ ALuint buffer = 0;
+ alGetSourcei(context->alSource, AL_BUFFERS_PROCESSED, &processed); // Get the number of already processed buffers (if any)
+
+ if (!data || !dataLength)// play silence
+ while (processed > 0)
+ {
+ alSourceUnqueueBuffers(context->alSource, 1, &buffer);
+ FillAlBufferWithSilence(context, buffer);
+ alSourceQueueBuffers(context->alSource, 1, &buffer);
+ processed--;
+ }
}
}
+// fill buffer with zeros
+static void FillAlBufferWithSilence(AudioContext_t *ac, ALuint buffer)
+{
+ float pcm[MUSIC_BUFFER_SIZE] = {0.f};
+ alBufferData(buffer, ac->alFormat, pcm, MUSIC_BUFFER_SIZE*sizeof(float), ac->sampleRate);
+}
+
//----------------------------------------------------------------------------------
diff --git a/src/audio.h b/src/audio.h
index 9c681044..9037a843 100644
--- a/src/audio.h
+++ b/src/audio.h
@@ -84,10 +84,11 @@ bool IsAudioDeviceReady(void); // True if call
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
-// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
-AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
+// exmple usage is InitAudioContext(48000, 0); // mixchannel 1, 48khz
+// all samples are floating point stereo by default
+AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel);
void CloseAudioContext(AudioContext ctx); // Frees audio context
-void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
+void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
diff --git a/src/raylib.h b/src/raylib.h
index 8390d176..f4ea875e 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -872,10 +872,11 @@ bool IsAudioDeviceReady(void); // True if call
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
-// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
-AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
+// exmple usage is InitAudioContext(48000, 0); // mixchannel 1, 48khz
+// all samples are floating point stereo by default
+AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel);
void CloseAudioContext(AudioContext ctx); // Frees audio context
-void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
+void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data