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-rw-r--r--src/audio.c190
1 files changed, 188 insertions, 2 deletions
diff --git a/src/audio.c b/src/audio.c
index 1e68c4a3..5904d9ca 100644
--- a/src/audio.c
+++ b/src/audio.c
@@ -35,6 +35,8 @@
#include <stdlib.h> // To use exit() function
#include <stdio.h> // Used for .WAV loading
+#include "utils.h" // rRES data decompression utility function
+
//#include "stb_vorbis.h" // TODO: OGG loading functions
//----------------------------------------------------------------------------------
@@ -52,8 +54,7 @@ typedef struct Wave {
unsigned int sampleRate;
unsigned int dataSize;
short bitsPerSample;
- short channels;
- short format;
+ short channels;
} Wave;
//----------------------------------------------------------------------------------
@@ -179,6 +180,159 @@ Sound LoadSound(char *fileName)
return sound;
}
+// Load sound to memory from rRES file (raylib Resource)
+Sound LoadSoundFromRES(const char *rresName, int resId)
+{
+ // NOTE: rresName could be directly a char array with all the data!!! --> TODO
+ Sound sound;
+ bool found = false;
+
+ char id[4]; // rRES file identifier
+ unsigned char version; // rRES file version and subversion
+ char useless; // rRES header reserved data
+ short numRes;
+
+ ResInfoHeader infoHeader;
+
+ FILE *rresFile = fopen(rresName, "rb");
+
+ if (!rresFile) printf("Error opening raylib Resource file\n");
+
+ // Read rres file (basic file check - id)
+ fread(&id[0], sizeof(char), 1, rresFile);
+ fread(&id[1], sizeof(char), 1, rresFile);
+ fread(&id[2], sizeof(char), 1, rresFile);
+ fread(&id[3], sizeof(char), 1, rresFile);
+ fread(&version, sizeof(char), 1, rresFile);
+ fread(&useless, sizeof(char), 1, rresFile);
+
+ if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S'))
+ {
+ printf("This is not a valid raylib Resource file!\n");
+ exit(1);
+ }
+
+ // Read number of resources embedded
+ fread(&numRes, sizeof(short), 1, rresFile);
+
+ for (int i = 0; i < numRes; i++)
+ {
+ fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile);
+
+ if (infoHeader.id == resId)
+ {
+ found = true;
+
+ // Check data is of valid SOUND type
+ if (infoHeader.type == 1) // SOUND data type
+ {
+ // TODO: Check data compression type
+ // NOTE: We suppose compression type 2 (DEFLATE - default)
+
+ // Reading SOUND parameters
+ Wave wave;
+ short sampleRate, bps;
+ char channels, reserved;
+
+ fread(&sampleRate, sizeof(short), 1, rresFile); // Sample rate (frequency)
+ fread(&bps, sizeof(short), 1, rresFile); // Bits per sample
+ fread(&channels, 1, 1, rresFile); // Channels (1 - mono, 2 - stereo)
+ fread(&reserved, 1, 1, rresFile); // <reserved>
+
+ printf("Sample rate: %i\n", (int)sampleRate);
+ printf("Bits per sample: %i\n", (int)bps);
+ printf("Channels: %i\n", (int)channels);
+
+ wave.sampleRate = sampleRate;
+ wave.dataSize = infoHeader.srcSize;
+ wave.bitsPerSample = bps;
+ wave.channels = (short)channels;
+
+ unsigned char *data = malloc(infoHeader.size);
+
+ fread(data, infoHeader.size, 1, rresFile);
+
+ wave.data = DecompressData(data, infoHeader.size, infoHeader.srcSize);
+
+ free(data);
+
+ // Convert wave to Sound (OpenAL)
+ ALenum format;
+
+ // The OpenAL format is worked out by looking at the number of channels and the bits per sample
+ if (wave.channels == 1)
+ {
+ if (wave.bitsPerSample == 8 ) format = AL_FORMAT_MONO8;
+ else if (wave.bitsPerSample == 16) format = AL_FORMAT_MONO16;
+ }
+ else if (wave.channels == 2)
+ {
+ if (wave.bitsPerSample == 8 ) format = AL_FORMAT_STEREO8;
+ else if (wave.bitsPerSample == 16) format = AL_FORMAT_STEREO16;
+ }
+
+
+ // Create an audio source
+ ALuint source;
+ alGenSources(1, &source); // Generate pointer to audio source
+
+ alSourcef(source, AL_PITCH, 1);
+ alSourcef(source, AL_GAIN, 1);
+ alSource3f(source, AL_POSITION, 0, 0, 0);
+ alSource3f(source, AL_VELOCITY, 0, 0, 0);
+ alSourcei(source, AL_LOOPING, AL_FALSE);
+
+ // Convert loaded data to OpenAL buffer
+ //----------------------------------------
+ ALuint buffer;
+ alGenBuffers(1, &buffer); // Generate pointer to buffer
+
+ // Upload sound data to buffer
+ alBufferData(buffer, format, (void*)wave.data, wave.dataSize, wave.sampleRate);
+
+ // Attach sound buffer to source
+ alSourcei(source, AL_BUFFER, buffer);
+
+ // Unallocate WAV data
+ UnloadWAV(wave);
+
+ printf("Audio file loaded...!\n");
+
+ sound.source = source;
+ sound.buffer = buffer;
+ }
+ else
+ {
+
+ printf("Required resource do not seem to be a valid IMAGE resource\n");
+ exit(2);
+ }
+ }
+ else
+ {
+ // Depending on type, skip the right amount of parameters
+ switch (infoHeader.type)
+ {
+ case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters
+ case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters
+ case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review)
+ case 3: break; // TEXT: No parameters
+ case 4: break; // RAW: No parameters
+ default: break;
+ }
+
+ // Jump DATA to read next infoHeader
+ fseek(rresFile, infoHeader.size, SEEK_CUR);
+ }
+ }
+
+ fclose(rresFile);
+
+ if (!found) printf("Required resource id could not be found in the raylib Resource file!\n");
+
+ return sound;
+}
+
// Unload sound
void UnloadSound(Sound sound)
{
@@ -197,10 +351,18 @@ void PlaySound(Sound sound)
// NOTE: Only work when the entire file is in a single buffer
//int byteOffset;
//alGetSourcei(sound.source, AL_BYTE_OFFSET, &byteOffset);
+ //
+ //int sampleRate;
+ //alGetBufferi(sound.buffer, AL_FREQUENCY, &sampleRate); // AL_CHANNELS, AL_BITS (bps)
+
//float seconds = (float)byteOffset / sampleRate; // Number of seconds since the beginning of the sound
+ //or
+ //float result;
+ //alGetSourcef(sound.source, AL_SEC_OFFSET, &result); // AL_SAMPLE_OFFSET
}
// Play a sound with extended options
+// TODO: This function should be reviewed...
void PlaySoundEx(Sound sound, float timePosition, bool loop)
{
// TODO: Review
@@ -227,6 +389,30 @@ void StopSound(Sound sound)
alSourceStop(sound.source);
}
+// Check if a sound is playing
+bool IsPlaying(Sound sound)
+{
+ bool playing = false;
+ ALint state;
+
+ alGetSourcei(sound.source, AL_SOURCE_STATE, &state);
+ if (state == AL_PLAYING) playing = true;
+
+ return playing;
+}
+
+// Set volume for a sound
+void SetVolume(Sound sound, float volume)
+{
+ alSourcef(sound.source, AL_GAIN, volume);
+}
+
+// Set pitch for a sound
+void SetPitch(Sound sound, float pitch)
+{
+ alSourcef(sound.source, AL_PITCH, pitch);
+}
+
// Load WAV file into Wave structure
static Wave LoadWAV(char *fileName)
{