/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include "SDL.h" #include "sound.h" extern "C" { // wavpack #include #include } #include enum { NUM_SAMPLES = 512, NUM_VOICES = 256, NUM_CHANNELS = 16, }; struct CSample { short *m_pData; int m_NumFrames; int m_Rate; int m_Channels; int m_LoopStart; int m_LoopEnd; int m_PausedAt; }; struct CChannel { int m_Vol; int m_Pan; }; struct CVoice { CSample *m_pSample; CChannel *m_pChannel; int m_Age; // increases when reused int m_Tick; int m_Vol; // 0 - 255 int m_Flags; int m_X, m_Y; float m_Falloff; // [0.0, 1.0] int m_Shape; union { ISound::CVoiceShapeCircle m_Circle; ISound::CVoiceShapeRectangle m_Rectangle; }; }; static CSample m_aSamples[NUM_SAMPLES] = { {0} }; static CVoice m_aVoices[NUM_VOICES] = { {0} }; static CChannel m_aChannels[NUM_CHANNELS] = { {255, 0} }; static LOCK m_SoundLock = 0; static int m_CenterX = 0; static int m_CenterY = 0; static int m_MixingRate = 48000; static volatile int m_SoundVolume = 100; static int m_NextVoice = 0; static int *m_pMixBuffer = 0; // buffer only used by the thread callback function static unsigned m_MaxFrames = 0; static const void *ms_pWVBuffer = 0x0; static int ms_WVBufferPosition = 0; static int ms_WVBufferSize = 0; const int DefaultDistance = 1500; // TODO: there should be a faster way todo this static short Int2Short(int i) { if(i > 0x7fff) return 0x7fff; else if(i < -0x7fff) return -0x7fff; return i; } static int IntAbs(int i) { if(i<0) return -i; return i; } static void Mix(short *pFinalOut, unsigned Frames) { int MasterVol; mem_zero(m_pMixBuffer, m_MaxFrames*2*sizeof(int)); Frames = min(Frames, m_MaxFrames); // aquire lock while we are mixing lock_wait(m_SoundLock); MasterVol = m_SoundVolume; for(unsigned i = 0; i < NUM_VOICES; i++) { if(m_aVoices[i].m_pSample) { // mix voice CVoice *v = &m_aVoices[i]; int *pOut = m_pMixBuffer; int Step = v->m_pSample->m_Channels; // setup input sources short *pInL = &v->m_pSample->m_pData[v->m_Tick*Step]; short *pInR = &v->m_pSample->m_pData[v->m_Tick*Step+1]; unsigned End = v->m_pSample->m_NumFrames-v->m_Tick; int Rvol = (int)(v->m_pChannel->m_Vol*(v->m_Vol/255.0f)); int Lvol = (int)(v->m_pChannel->m_Vol*(v->m_Vol/255.0f)); // make sure that we don't go outside the sound data if(Frames < End) End = Frames; // check if we have a mono sound if(v->m_pSample->m_Channels == 1) pInR = pInL; // volume calculation if(v->m_Flags&ISound::FLAG_POS && v->m_pChannel->m_Pan) { // TODO: we should respect the channel panning value int dx = v->m_X - m_CenterX; int dy = v->m_Y - m_CenterY; // int p = IntAbs(dx); float FalloffX = 0.0f; float FalloffY = 0.0f; int RangeX = 0; // for panning bool InVoiceField = false; switch(v->m_Shape) { case ISound::SHAPE_CIRCLE: { float r = v->m_Circle.m_Radius; RangeX = r; int Dist = (int)sqrtf((float)dx*dx+dy*dy); // nasty float if(Dist < r) { InVoiceField = true; // falloff int FalloffDistance = r*v->m_Falloff; if(Dist > FalloffDistance) FalloffX = FalloffY = (r-Dist)/(r-FalloffDistance); else FalloffX = FalloffY = 1.0f; } else InVoiceField = false; break; } case ISound::SHAPE_RECTANGLE: { RangeX = v->m_Rectangle.m_Width/2.0f; int abs_dx = abs(dx); int abs_dy = abs(dy); int w = v->m_Rectangle.m_Width/2.0f; int h = v->m_Rectangle.m_Height/2.0f; if(abs_dx < w && abs_dy < h) { InVoiceField = true; // falloff int fx = v->m_Falloff * w; int fy = v->m_Falloff * h; FalloffX = abs_dx > fx ? (float)(w-abs_dx)/(w-fx) : 1.0f; FalloffY = abs_dy > fy ? (float)(h-abs_dy)/(h-fy) : 1.0f; } else InVoiceField = false; break; } }; if(InVoiceField) { // panning if(!(v->m_Flags&ISound::FLAG_NO_PANNING)) { if(dx > 0) Lvol = ((RangeX-p)*Lvol)/RangeX; else Rvol = ((RangeX-p)*Rvol)/RangeX; } { Lvol *= FalloffX; Rvol *= FalloffY; } } else { Lvol = 0; Rvol = 0; } } // process all frames for(unsigned s = 0; s < End; s++) { *pOut++ += (*pInL)*Lvol; *pOut++ += (*pInR)*Rvol; pInL += Step; pInR += Step; v->m_Tick++; } // free voice if not used any more if(v->m_Tick == v->m_pSample->m_NumFrames) { if(v->m_Flags&ISound::FLAG_LOOP) v->m_Tick = 0; else { v->m_pSample = 0; v->m_Age++; } } } } // release the lock lock_unlock(m_SoundLock); { // clamp accumulated values // TODO: this seams slow for(unsigned i = 0; i < Frames; i++) { int j = i<<1; int vl = ((m_pMixBuffer[j]*MasterVol)/101)>>8; int vr = ((m_pMixBuffer[j+1]*MasterVol)/101)>>8; pFinalOut[j] = Int2Short(vl); pFinalOut[j+1] = Int2Short(vr); } } #if defined(CONF_ARCH_ENDIAN_BIG) swap_endian(pFinalOut, sizeof(short), Frames * 2); #endif } static void SdlCallback(void *pUnused, Uint8 *pStream, int Len) { (void)pUnused; Mix((short *)pStream, Len/2/2); } int CSound::Init() { m_SoundEnabled = 0; m_pGraphics = Kernel()->RequestInterface(); m_pStorage = Kernel()->RequestInterface(); SDL_AudioSpec Format, FormatOut; m_SoundLock = lock_create(); if(!g_Config.m_SndEnable) return 0; if(SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) { dbg_msg("gfx", "unable to init SDL audio: %s", SDL_GetError()); return -1; } m_MixingRate = g_Config.m_SndRate; // Set 16-bit stereo audio at 22Khz Format.freq = g_Config.m_SndRate; // ignore_convention Format.format = AUDIO_S16; // ignore_convention Format.channels = 2; // ignore_convention Format.samples = g_Config.m_SndBufferSize; // ignore_convention Format.callback = SdlCallback; // ignore_convention Format.userdata = NULL; // ignore_convention // Open the audio device and start playing sound! if(SDL_OpenAudio(&Format, &FormatOut) < 0) { dbg_msg("client/sound", "unable to open audio: %s", SDL_GetError()); return -1; } else dbg_msg("client/sound", "sound init successful"); m_MaxFrames = FormatOut.samples*2; m_pMixBuffer = (int *)mem_alloc(m_MaxFrames*2*sizeof(int), 1); SDL_PauseAudio(0); m_SoundEnabled = 1; Update(); // update the volume return 0; } int CSound::Update() { // update volume int WantedVolume = g_Config.m_SndVolume; if(!m_pGraphics->WindowActive() && g_Config.m_SndNonactiveMute) WantedVolume = 0; if(WantedVolume != m_SoundVolume) { lock_wait(m_SoundLock); m_SoundVolume = WantedVolume; lock_unlock(m_SoundLock); } return 0; } int CSound::Shutdown() { SDL_CloseAudio(); SDL_QuitSubSystem(SDL_INIT_AUDIO); lock_destroy(m_SoundLock); if(m_pMixBuffer) { mem_free(m_pMixBuffer); m_pMixBuffer = 0; } return 0; } int CSound::AllocID() { // TODO: linear search, get rid of it for(unsigned SampleID = 0; SampleID < NUM_SAMPLES; SampleID++) { if(m_aSamples[SampleID].m_pData == 0x0) return SampleID; } return -1; } void CSound::RateConvert(int SampleID) { CSample *pSample = &m_aSamples[SampleID]; int NumFrames = 0; short *pNewData = 0; // make sure that we need to convert this sound if(!pSample->m_pData || pSample->m_Rate == m_MixingRate) return; // allocate new data NumFrames = (int)((pSample->m_NumFrames/(float)pSample->m_Rate)*m_MixingRate); pNewData = (short *)mem_alloc(NumFrames*pSample->m_Channels*sizeof(short), 1); for(int i = 0; i < NumFrames; i++) { // resample TODO: this should be done better, like linear atleast float a = i/(float)NumFrames; int f = (int)(a*pSample->m_NumFrames); if(f >= pSample->m_NumFrames) f = pSample->m_NumFrames-1; // set new data if(pSample->m_Channels == 1) pNewData[i] = pSample->m_pData[f]; else if(pSample->m_Channels == 2) { pNewData[i*2] = pSample->m_pData[f*2]; pNewData[i*2+1] = pSample->m_pData[f*2+1]; } } // free old data and apply new mem_free(pSample->m_pData); pSample->m_pData = pNewData; pSample->m_NumFrames = NumFrames; pSample->m_Rate = m_MixingRate; } int CSound::ReadData(void *pBuffer, int Size) { int ChunkSize = min(Size, ms_WVBufferSize - ms_WVBufferPosition); mem_copy(pBuffer, (const char *)ms_pWVBuffer + ms_WVBufferPosition, ChunkSize); ms_WVBufferPosition += ChunkSize; return ChunkSize; } int CSound::DecodeOpus(int SampleID, const void *pData, unsigned DataSize) { if(SampleID == -1 || SampleID >= NUM_SAMPLES) return -1; CSample *pSample = &m_aSamples[SampleID]; OggOpusFile *OpusFile = op_open_memory((const unsigned char *) pData, DataSize, NULL); if (OpusFile) { int NumChannels = op_channel_count(OpusFile, -1); int NumSamples = op_pcm_total(OpusFile, -1); // per channel! pSample->m_Channels = NumChannels; if(pSample->m_Channels > 2) { dbg_msg("sound/opus", "file is not mono or stereo."); return -1; } pSample->m_pData = (short *)mem_alloc(NumSamples * sizeof(short) * NumChannels, 1); int Read; int Pos = 0; while (Pos < NumSamples) { Read = op_read(OpusFile, pSample->m_pData + Pos*NumChannels, NumSamples*NumChannels, NULL); Pos += Read; } pSample->m_NumFrames = NumSamples; // ? pSample->m_Rate = 48000; pSample->m_LoopStart = -1; pSample->m_LoopEnd = -1; pSample->m_PausedAt = 0; } else { dbg_msg("sound/opus", "failed to decode sample"); return -1; } return SampleID; } int CSound::DecodeWV(int SampleID, const void *pData, unsigned DataSize) { if(SampleID == -1 || SampleID >= NUM_SAMPLES) return -1; CSample *pSample = &m_aSamples[SampleID]; char aError[100]; WavpackContext *pContext; ms_pWVBuffer = pData; ms_WVBufferSize = DataSize; ms_WVBufferPosition = 0; pContext = WavpackOpenFileInput(ReadData, aError); if (pContext) { int NumSamples = WavpackGetNumSamples(pContext); int BitsPerSample = WavpackGetBitsPerSample(pContext); unsigned int SampleRate = WavpackGetSampleRate(pContext); int NumChannels = WavpackGetNumChannels(pContext); int *pSrc; short *pDst; int i; pSample->m_Channels = NumChannels; pSample->m_Rate = SampleRate; if(pSample->m_Channels > 2) { dbg_msg("sound/wv", "file is not mono or stereo."); return -1; } if(BitsPerSample != 16) { dbg_msg("sound/wv", "bps is %d, not 16", BitsPerSample); return -1; } int *pBuffer = (int *)mem_alloc(4*NumSamples*NumChannels, 1); WavpackUnpackSamples(pContext, pBuffer, NumSamples); // TODO: check return value pSrc = pBuffer; pSample->m_pData = (short *)mem_alloc(2*NumSamples*NumChannels, 1); pDst = pSample->m_pData; for (i = 0; i < NumSamples*NumChannels; i++) *pDst++ = (short)*pSrc++; mem_free(pBuffer); pSample->m_NumFrames = NumSamples; pSample->m_LoopStart = -1; pSample->m_LoopEnd = -1; pSample->m_PausedAt = 0; } else { dbg_msg("sound/wv", "failed to decode sample (%s)", aError); return -1; } return SampleID; } int CSound::LoadOpus(const char *pFilename) { // don't waste memory on sound when we are stress testing #ifdef CONF_DEBUG if(g_Config.m_DbgStress) return -1; #endif // no need to load sound when we are running with no sound if(!m_SoundEnabled) return -1; if(!m_pStorage) return -1; ms_File = m_pStorage->OpenFile(pFilename, IOFLAG_READ, IStorage::TYPE_ALL); if(!ms_File) { dbg_msg("sound/opus", "failed to open file. filename='%s'", pFilename); return -1; } int SampleID = AllocID(); if(SampleID < 0) return -1; // read the whole file into memory int DataSize = io_length(ms_File); if(DataSize <= 0) { io_close(ms_File); dbg_msg("sound/opus", "failed to open file. filename='%s'", pFilename); return -1; } char *pData = new char[DataSize]; io_read(ms_File, pData, DataSize); SampleID = DecodeOpus(SampleID, pData, DataSize); delete[] pData; io_close(ms_File); ms_File = NULL; if(g_Config.m_Debug) dbg_msg("sound/opus", "loaded %s", pFilename); RateConvert(SampleID); return SampleID; } int CSound::LoadWV(const char *pFilename) { // don't waste memory on sound when we are stress testing #ifdef CONF_DEBUG if(g_Config.m_DbgStress) return -1; #endif // no need to load sound when we are running with no sound if(!m_SoundEnabled) return -1; if(!m_pStorage) return -1; ms_File = m_pStorage->OpenFile(pFilename, IOFLAG_READ, IStorage::TYPE_ALL); if(!ms_File) { dbg_msg("sound/wv", "failed to open file. filename='%s'", pFilename); return -1; } int SampleID = AllocID(); if(SampleID < 0) return -1; // read the whole file into memory int DataSize = io_length(ms_File); if(DataSize <= 0) { io_close(ms_File); dbg_msg("sound/wv", "failed to open file. filename='%s'", pFilename); return -1; } char *pData = new char[DataSize]; io_read(ms_File, pData, DataSize); SampleID = DecodeWV(SampleID, pData, DataSize); delete[] pData; io_close(ms_File); ms_File = NULL; if(g_Config.m_Debug) dbg_msg("sound/wv", "loaded %s", pFilename); RateConvert(SampleID); return SampleID; } int CSound::LoadOpusFromMem(const void *pData, unsigned DataSize, bool FromEditor = false) { // don't waste memory on sound when we are stress testing #ifdef CONF_DEBUG if(g_Config.m_DbgStress) return -1; #endif // no need to load sound when we are running with no sound if(!m_SoundEnabled && !FromEditor) return -1; if(!pData) return -1; int SampleID = AllocID(); if(SampleID < 0) return -1; SampleID = DecodeOpus(SampleID, pData, DataSize); RateConvert(SampleID); return SampleID; } int CSound::LoadWVFromMem(const void *pData, unsigned DataSize, bool FromEditor = false) { // don't waste memory on sound when we are stress testing #ifdef CONF_DEBUG if(g_Config.m_DbgStress) return -1; #endif // no need to load sound when we are running with no sound if(!m_SoundEnabled && !FromEditor) return -1; if(!pData) return -1; int SampleID = AllocID(); if(SampleID < 0) return -1; SampleID = DecodeWV(SampleID, pData, DataSize); RateConvert(SampleID); return SampleID; } void CSound::UnloadSample(int SampleID) { if(SampleID == -1 || SampleID >= NUM_SAMPLES) return; Stop(SampleID); mem_free(m_aSamples[SampleID].m_pData); m_aSamples[SampleID].m_pData = 0x0; } float CSound::GetSampleDuration(int SampleID) { if(SampleID == -1 || SampleID >= NUM_SAMPLES) return 0.0f; return (m_aSamples[SampleID].m_NumFrames/m_aSamples[SampleID].m_Rate); } void CSound::SetListenerPos(float x, float y) { m_CenterX = (int)x; m_CenterY = (int)y; } void CSound::SetVoiceVolume(CVoiceHandle Voice, float Volume) { if(!Voice.IsValid()) return; int VoiceID = Voice.Id(); if(m_aVoices[VoiceID].m_Age != Voice.Age()) return; Volume = clamp(Volume, 0.0f, 1.0f); m_aVoices[VoiceID].m_Vol = (int)(Volume*255.0f); } void CSound::SetVoiceFalloff(CVoiceHandle Voice, float Falloff) { if(!Voice.IsValid()) return; int VoiceID = Voice.Id(); if(m_aVoices[VoiceID].m_Age != Voice.Age()) return; Falloff = clamp(Falloff, 0.0f, 1.0f); m_aVoices[VoiceID].m_Falloff = Falloff; } void CSound::SetVoiceLocation(CVoiceHandle Voice, float x, float y) { if(!Voice.IsValid()) return; int VoiceID = Voice.Id(); if(m_aVoices[VoiceID].m_Age != Voice.Age()) return; m_aVoices[VoiceID].m_X = x; m_aVoices[VoiceID].m_Y = y; } void CSound::SetVoiceTimeOffset(CVoiceHandle Voice, float offset) { if(!Voice.IsValid()) return; int VoiceID = Voice.Id(); if(m_aVoices[VoiceID].m_Age != Voice.Age()) return; lock_wait(m_SoundLock); { if(m_aVoices[VoiceID].m_pSample) { int Tick = 0; bool IsLooping = m_aVoices[VoiceID].m_Flags&ISound::FLAG_LOOP; uint64_t TickOffset = m_aVoices[VoiceID].m_pSample->m_Rate * offset; if(m_aVoices[VoiceID].m_pSample->m_NumFrames > 0 && IsLooping) Tick = TickOffset % m_aVoices[VoiceID].m_pSample->m_NumFrames; else Tick = clamp(TickOffset, (uint64_t)0, (uint64_t)m_aVoices[VoiceID].m_pSample->m_NumFrames); // at least 200msec off, else depend on buffer size float Threshold = max(0.2f * m_aVoices[VoiceID].m_pSample->m_Rate, (float)m_MaxFrames); if(abs(m_aVoices[VoiceID].m_Tick-Tick) > Threshold) { // take care of looping (modulo!) if( !(IsLooping && (min(m_aVoices[VoiceID].m_Tick, Tick) + m_aVoices[VoiceID].m_pSample->m_NumFrames - max(m_aVoices[VoiceID].m_Tick, Tick)) <= Threshold)) { m_aVoices[VoiceID].m_Tick = Tick; } } } } lock_unlock(m_SoundLock); } void CSound::SetVoiceCircle(CVoiceHandle Voice, float Radius) { if(!Voice.IsValid()) return; int VoiceID = Voice.Id(); if(m_aVoices[VoiceID].m_Age != Voice.Age()) return; m_aVoices[VoiceID].m_Shape = ISound::SHAPE_CIRCLE; m_aVoices[VoiceID].m_Circle.m_Radius = max(0.0f, Radius); } void CSound::SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height) { if(!Voice.IsValid()) return; int VoiceID = Voice.Id(); if(m_aVoices[VoiceID].m_Age != Voice.Age()) return; m_aVoices[VoiceID].m_Shape = ISound::SHAPE_RECTANGLE; m_aVoices[VoiceID].m_Rectangle.m_Width = max(0.0f, Width); m_aVoices[VoiceID].m_Rectangle.m_Height = max(0.0f, Height); } void CSound::SetChannel(int ChannelID, float Vol, float Pan) { m_aChannels[ChannelID].m_Vol = (int)(Vol*255.0f); m_aChannels[ChannelID].m_Pan = (int)(Pan*255.0f); // TODO: this is only on and off right now } ISound::CVoiceHandle CSound::Play(int ChannelID, int SampleID, int Flags, float x, float y) { int VoiceID = -1; int Age = -1; int i; lock_wait(m_SoundLock); // search for voice for(i = 0; i < NUM_VOICES; i++) { int id = (m_NextVoice + i) % NUM_VOICES; if(!m_aVoices[id].m_pSample) { VoiceID = id; m_NextVoice = id+1; break; } } // voice found, use it if(VoiceID != -1) { m_aVoices[VoiceID].m_pSample = &m_aSamples[SampleID]; m_aVoices[VoiceID].m_pChannel = &m_aChannels[ChannelID]; if(Flags & FLAG_LOOP) m_aVoices[VoiceID].m_Tick = m_aSamples[SampleID].m_PausedAt; else m_aVoices[VoiceID].m_Tick = 0; m_aVoices[VoiceID].m_Vol = 255; m_aVoices[VoiceID].m_Flags = Flags; m_aVoices[VoiceID].m_X = (int)x; m_aVoices[VoiceID].m_Y = (int)y; m_aVoices[VoiceID].m_Falloff = 0.0f; m_aVoices[VoiceID].m_Shape = ISound::SHAPE_CIRCLE; m_aVoices[VoiceID].m_Circle.m_Radius = DefaultDistance; Age = m_aVoices[VoiceID].m_Age; } lock_unlock(m_SoundLock); return CreateVoiceHandle(VoiceID, Age); } ISound::CVoiceHandle CSound::PlayAt(int ChannelID, int SampleID, int Flags, float x, float y) { return Play(ChannelID, SampleID, Flags|ISound::FLAG_POS, x, y); } ISound::CVoiceHandle CSound::Play(int ChannelID, int SampleID, int Flags) { return Play(ChannelID, SampleID, Flags, 0, 0); } void CSound::Stop(int SampleID) { // TODO: a nice fade out lock_wait(m_SoundLock); CSample *pSample = &m_aSamples[SampleID]; for(int i = 0; i < NUM_VOICES; i++) { if(m_aVoices[i].m_pSample == pSample) { if(m_aVoices[i].m_Flags & FLAG_LOOP) m_aVoices[i].m_pSample->m_PausedAt = m_aVoices[i].m_Tick; else m_aVoices[i].m_pSample->m_PausedAt = 0; m_aVoices[i].m_pSample = 0; } } lock_unlock(m_SoundLock); } void CSound::StopAll() { // TODO: a nice fade out lock_wait(m_SoundLock); for(int i = 0; i < NUM_VOICES; i++) { if(m_aVoices[i].m_pSample) { if(m_aVoices[i].m_Flags & FLAG_LOOP) m_aVoices[i].m_pSample->m_PausedAt = m_aVoices[i].m_Tick; else m_aVoices[i].m_pSample->m_PausedAt = 0; } m_aVoices[i].m_pSample = 0; } lock_unlock(m_SoundLock); } void CSound::StopVoice(CVoiceHandle Voice) { if(!Voice.IsValid()) return; int VoiceID = Voice.Id(); if(m_aVoices[VoiceID].m_Age != Voice.Age()) return; lock_wait(m_SoundLock); { m_aVoices[VoiceID].m_pSample = 0; m_aVoices[VoiceID].m_Age++; } lock_unlock(m_SoundLock); } IOHANDLE CSound::ms_File = 0; IEngineSound *CreateEngineSound() { return new CSound; }