Audio API first pass

This commit is contained in:
2023-01-17 10:13:08 -08:00
parent 2950bc9184
commit 9168348e6b
27 changed files with 513 additions and 95 deletions

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# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Libraries
target_link_libraries(${DAWN_TARGET_NAME}
PUBLIC
OpenAL
AudioFile
)
# Includes
target_include_directories(${DAWN_TARGET_NAME}
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
# Subdirs
add_subdirectory(audio)
add_subdirectory(scene)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "AudioData.hpp"
using namespace Dawn;
AudioData::AudioData() {
}
void AudioData::init() {
alGenBuffers((ALsizei)1, &this->buffer);
// Test
AudioFile<double> audioFile;
audioFile.load ("C:\\sample.wav");
audioFile.printSummary();
ALenum format;
switch(audioFile.getBitDepth()) {
case 16:
switch(audioFile.getNumChannels()) {
case 2:
format = AL_FORMAT_STEREO16;
break;
case 1:
format = AL_FORMAT_MONO16;
break;
default:
assertUnreachable();
}
break;
case 8:
switch(audioFile.getNumChannels()) {
case 2:
format = AL_FORMAT_STEREO8;
break;
case 1:
format = AL_FORMAT_MONO8;
break;
default:
assertUnreachable();
}
break;
default:
assertUnreachable();
}
format = AL_FORMAT_MONO16;
std::vector<uint8_t> data;
for (int i = 0; i < audioFile.getNumSamplesPerChannel(); i++) {
// for(int y = 0; y < audioFile.getNumChannels(); y++) {
for(int y = 0; y < 1; y++) {
double sample = audioFile.samples[y][i];
sample = mathClamp(sample, -1., 1.);
auto q = static_cast<int16_t> (sample * 32767.);
uint8_t bytes[2];
bytes[0] = (q >> 8) & 0xFF;
bytes[1] = q & 0xFF;
data.push_back(bytes[1]);
data.push_back(bytes[0]);
}
}
alBufferData(buffer, format, &data[0], data.size(), audioFile.getSampleRate());
this->ready = true;
}
AudioData::~AudioData() {
if(this->ready) alDeleteBuffers((ALsizei)1, &this->buffer);
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "dawnopenal.hpp"
#include "assert/assert.hpp"
#include "util/mathutils.hpp"
namespace Dawn {
class AudioSource;
class AudioData {
private:
ALuint buffer;
bool_t ready = false;
ALenum format;
public:
AudioData();
void init();
~AudioData();
friend class AudioSource;
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "AudioManager.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
AudioManager::AudioManager(DawnGame *g) : IAudioManager(g) {
}
void AudioManager::init() {
this->device = alcOpenDevice(nullptr);
if(!this->device) assertUnreachable();
this->context = alcCreateContext(this->device, NULL);
if(!alcMakeContextCurrent(this->context)) assertUnreachable();
alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
}
void AudioManager::update() {
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnopenal.hpp"
#include "audio/_AudioManager.hpp"
namespace Dawn {
class AudioManager : public IAudioManager {
private:
ALCdevice *device = nullptr;
ALCcontext *context = nullptr;
public:
AudioManager(DawnGame *game);
void init() override;
void update() override;
};
}

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# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
AudioData.cpp
AudioManager.cpp
)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include <AL/al.h>
#include <AL/alc.h>
#include "AudioFile.h"

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# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Subdirs
add_subdirectory(components)

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# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Subdirs
add_subdirectory(audio)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "AudioListener.hpp"
using namespace Dawn;
AudioListener::AudioListener(SceneItem *i) : SceneItemComponent(i) {
}
void AudioListener::onStart() {
alListener3f(AL_VELOCITY, 0, 0, 0);
ALfloat listenerOri[] = { 0.0, 0.0, -1.0, 0.0, 1.0, 0.0 };
alListenerfv(AL_ORIENTATION, listenerOri);
glm::vec3 position = this->transform->getLocalPosition();
alListener3f(AL_POSITION, position.x, position.y, position.z);
this->transform->eventTransformUpdated.addListener(this, &AudioListener::onTransformUpdate);
}
void AudioListener::onDispose() {
this->transform->eventTransformUpdated.removeListener(this, &AudioListener::onTransformUpdate);
}
void AudioListener::onTransformUpdate() {
glm::vec3 position = this->transform->getWorldPosition();
alListener3f(AL_POSITION, position.x, position.y, position.z);
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnopenal.hpp"
#include "scene/SceneItemComponent.hpp"
namespace Dawn {
class AudioListener : public SceneItemComponent {
private:
void onTransformUpdate();
public:
AudioListener(SceneItem *item);
void onStart() override;
void onDispose() override;
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "AudioSource.hpp"
#include "scene/SceneItem.hpp"
using namespace Dawn;
AudioSource::AudioSource(SceneItem *i) : SceneItemComponent(i) {
}
void AudioSource::onStart() {
alGenSources((ALuint)1, &this->source);
// In future these will probably be tied to the layer
alSourcef(this->source, AL_PITCH, 1);
// alSourcef(this->source, AL_GAIN, AL_MAX_GAIN);
glm::vec3 position = this->transform->getLocalPosition();
alSource3f(this->source, AL_POSITION, position.x, position.y, position.z);
// alSourcei(this->source, AL_SOURCE_RELATIVE, AL_TRUE);
// alSourcef(this->source, AL_REFERENCE_DISTANCE, 0);
// alSourcef(this->source, AL_ROLLOFF_FACTOR, 0);
// Velocity is always zero for now
alSource3f(this->source, AL_VELOCITY, 0, 0, 0);
// Looping
alSourcei(this->source, AL_LOOPING, this->loop);
// Source
if(this->data != nullptr && this->data->ready) {
alSourcei(source, AL_BUFFER, this->data->buffer);
}
// Playing
if(this->playing) alSourcePlay(this->source);
// Listen for events
this->transform->eventTransformUpdated.addListener(this, &AudioSource::onTransformUpdate);
this->ready = true;
}
bool_t AudioSource::isLooping() {
return this->loop;
}
void AudioSource::setLoop(bool_t loop) {
this->loop = loop;
if(this->ready) alSourcei(this->source, AL_LOOPING, loop);
}
bool_t AudioSource::isPlaying() {
return this->playing;
}
void AudioSource::play() {
this->playing = true;
if(this->ready && data != nullptr && data->ready) {
alSourcePlay(this->source);
}
}
AudioData * AudioSource::getAudioData() {
return this->data;
}
void AudioSource::setAudioData(AudioData *data) {
this->data = data;
if(this->ready && data != nullptr && data->ready) {
alSourcei(source, AL_BUFFER, data->buffer);
}
}
void AudioSource::onDispose() {
this->transform->eventTransformUpdated.removeListener(this, &AudioSource::onTransformUpdate);
this->ready = false;
alDeleteSources((ALuint)1, &this->source);
}
void AudioSource::onTransformUpdate() {
glm::vec3 position = this->transform->getWorldPosition();
alSource3f(this->source, AL_POSITION, position.x, position.y, position.z);
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnopenal.hpp"
#include "scene/SceneItemComponent.hpp"
#include "audio/AudioData.hpp"
namespace Dawn {
class AudioSource : public SceneItemComponent {
private:
ALuint source;
bool_t ready = false;
// Settings
bool_t loop = false;
bool_t playing = false;
int32_t layer = 0;
AudioData *data = nullptr;
void onTransformUpdate();
public:
/**
* Creates an Audio Source item component.
*
* @param item SceneItem that this audio source is attached to.
*/
AudioSource(SceneItem *item);
/**
* Returns whether or not the audio source is set to loop or not.
*
* @return True if the source is looping otherwise false.
*/
bool_t isLooping();
/**
* Sets whether the audio source should loop or not.
*
* @param loop Loop or not.
*/
void setLoop(bool_t loop);
bool_t isPlaying();
void play();
/**
* Returns the current audio data for this source.
*
* @return Audio data that is atached to this source.
*/
AudioData * getAudioData();
/**
* Sets the audio data for this source. Currently switching between the
* audio data during playback may have undefined behavior.
*
* @param data Data to set.
*/
void setAudioData(AudioData *data);
void onStart() override;
void onDispose() override;
};
}

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# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
AudioListener.cpp
AudioSource.cpp
)