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#include <SDL3/SDL.h>
#include <FAudio.h>
#include "../uicommon/imgui.h"
#include "../wavcommon/wavs.h"
#include <vector>
#include <stdlib.h> /* free */
/* UI Vars */
const char *TOOL_NAME = "Voice Pool";
int TOOL_WIDTH = 320;
int TOOL_HEIGHT = 190;
/* Engine Vars */
static bool loaded = false;
static FAudio *faudio = NULL;
static FAudioMasteringVoice *master = NULL;
static std::vector<FAudioSourceVoice*> monoPool;
static std::vector<FAudioSourceVoice*> stereoPool;
static std::vector<unsigned int> monoPoolRate;
static std::vector<unsigned int> stereoPoolRate;
static float *sounds[6];
static drwav_uint64 soundLength[6];
static unsigned int soundRate[6];
void FAudioTool_Quit()
{
if (loaded)
{
for (size_t i = 0; i < monoPool.size(); i += 1)
{
FAudioVoice_DestroyVoice(monoPool[i]);
}
monoPool.clear();
monoPoolRate.clear();
for (size_t i = 0; i < stereoPool.size(); i += 1)
{
FAudioVoice_DestroyVoice(stereoPool[i]);
}
stereoPool.clear();
stereoPoolRate.clear();
FAudioVoice_DestroyVoice(master);
FAudio_Release(faudio);
for (size_t i = 0; i < 6; i += 1)
{
free(sounds[i]);
}
loaded = false;
}
}
void FAudioTool_Update()
{
bool play_wave = false;
static int wave_index = (int) AudioWave_SnareDrum01;
static bool wave_stereo = false;
/* UI Work */
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowSize(ImVec2(640.0f, 125.0f));
ImGui::Begin("Wave file to play");
ImGui::RadioButton("Snare Drum (Forte)", &wave_index, (int) AudioWave_SnareDrum01);
ImGui::RadioButton("Snare Drum (Fortissimo)", &wave_index, (int) AudioWave_SnareDrum02);
ImGui::RadioButton("Snare Drum (Mezzo-Forte)", &wave_index, (int) AudioWave_SnareDrum03);
play_wave = ImGui::Button("Play");
ImGui::SameLine();
ImGui::Checkbox("Stereo", &wave_stereo);
ImGui::End();
ImGui::SetNextWindowPos(ImVec2(0.0f, 125.0f));
ImGui::SetNextWindowSize(ImVec2(640.0f, 65.0f));
ImGui::Begin("Current pool stats");
ImGui::Text("Mono Voices: %d", monoPool.size());
ImGui::Text("Stereo Voices: %d", stereoPool.size());
ImGui::End();
/* Engine Work */
if (!loaded)
{
uint32_t hr = FAudioCreate(&faudio, 0, FAUDIO_DEFAULT_PROCESSOR);
SDL_assert(hr == 0);
hr = FAudio_CreateMasteringVoice(
faudio,
&master,
FAUDIO_DEFAULT_CHANNELS,
FAUDIO_DEFAULT_SAMPLERATE,
0,
0,
NULL
);
SDL_assert(hr == 0);
unsigned int channels;
sounds[0] = WAVS_Open(AudioWave_SnareDrum01, false, &channels, &soundRate[0], &soundLength[0]);
SDL_assert(sounds[0] != NULL);
SDL_assert(channels == 1);
sounds[1] = WAVS_Open(AudioWave_SnareDrum02, false, &channels, &soundRate[1], &soundLength[1]);
SDL_assert(sounds[1] != NULL);
SDL_assert(channels == 1);
sounds[2] = WAVS_Open(AudioWave_SnareDrum03, false, &channels, &soundRate[2], &soundLength[2]);
SDL_assert(sounds[2] != NULL);
SDL_assert(channels == 1);
sounds[3] = WAVS_Open(AudioWave_SnareDrum01, true, &channels, &soundRate[3], &soundLength[3]);
SDL_assert(sounds[3] != NULL);
SDL_assert(channels == 2);
sounds[4] = WAVS_Open(AudioWave_SnareDrum02, true, &channels, &soundRate[4], &soundLength[4]);
SDL_assert(sounds[4] != NULL);
SDL_assert(channels == 2);
sounds[5] = WAVS_Open(AudioWave_SnareDrum03, true, &channels, &soundRate[5], &soundLength[5]);
SDL_assert(sounds[5] != NULL);
SDL_assert(channels == 2);
loaded = true;
}
if (play_wave)
{
FAudioSourceVoice *src;
unsigned int rate;
size_t index = wave_index + (wave_stereo ? 3 : 0);
bool found = false;
const std::vector<FAudioSourceVoice*>& pool = wave_stereo ? stereoPool : monoPool;
const std::vector<unsigned int>& poolRate = wave_stereo ? stereoPoolRate : monoPoolRate;
for (size_t i = 0; i < pool.size(); i += 1)
{
FAudioVoiceState state;
FAudioSourceVoice_GetState(pool[i], &state, FAUDIO_VOICE_NOSAMPLESPLAYED);
if (state.BuffersQueued == 0)
{
/* Nothing is queued, reuse this voice! */
src = pool[i];
rate = poolRate[i];
found = true;
break;
}
}
if (found)
{
/* At most we can change the sample rate, can't change channel count */
if (soundRate[index] != rate)
{
FAudioSourceVoice_SetSourceSampleRate(src, soundRate[index]);
}
}
else
{
/* Pool didn't have anything left, make a new voice */
FAudioWaveFormatEx waveFormat;
waveFormat.wFormatTag = 3;
waveFormat.nChannels = wave_stereo ? 2 : 1;
waveFormat.nSamplesPerSec = soundRate[index];
waveFormat.nBlockAlign = waveFormat.nChannels * sizeof(float);
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
waveFormat.wBitsPerSample = sizeof(float) * 8;
waveFormat.cbSize = 0;
uint32_t hr = FAudio_CreateSourceVoice(
faudio,
&src,
&waveFormat,
0,
FAUDIO_DEFAULT_FREQ_RATIO,
NULL,
NULL,
NULL
);
/* Just start this now, let the buffer call "play" instead */
FAudioSourceVoice_Start(src, 0, FAUDIO_COMMIT_NOW);
if (wave_stereo)
{
stereoPool.push_back(src);
stereoPoolRate.push_back(soundRate[index]);
}
else
{
monoPool.push_back(src);
monoPoolRate.push_back(soundRate[index]);
}
}
/* Buffer and play, finally */
FAudioBuffer buffer;
buffer.Flags = FAUDIO_END_OF_STREAM;
buffer.AudioBytes = soundLength[index] * sizeof(float);
buffer.pAudioData = (uint8_t*) sounds[index];
buffer.PlayBegin = 0;
buffer.PlayLength = soundLength[index] / (wave_stereo ? 2 : 1);
buffer.LoopBegin = 0;
buffer.LoopLength = 0;
buffer.LoopCount = 0;
buffer.pContext = NULL;
FAudioSourceVoice_SubmitSourceBuffer(src, &buffer, NULL);
}
}
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