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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/AudioDevice.hpp>
#include <SFML/Audio/MiniaudioUtils.hpp>
#include <SFML/Audio/SoundChannel.hpp>
#include <SFML/System/Err.hpp>
#include <SFML/System/Time.hpp>
#include <miniaudio.h>
#include <ostream>
#include <cassert>
#include <cstring>
namespace
{
////////////////////////////////////////////////////////////
sf::priv::MiniaudioUtils::SavedSettings saveSettings(const ma_sound& sound)
{
float innerAngle = 0;
float outerAngle = 0;
float outerGain = 0;
ma_sound_get_cone(&sound, &innerAngle, &outerAngle, &outerGain);
return sf::priv::MiniaudioUtils::
SavedSettings{ma_sound_get_pitch(&sound),
ma_sound_get_pan(&sound),
ma_sound_get_volume(&sound),
ma_sound_is_spatialization_enabled(&sound),
ma_sound_get_position(&sound),
ma_sound_get_direction(&sound),
ma_sound_get_directional_attenuation_factor(&sound),
ma_sound_get_velocity(&sound),
ma_sound_get_doppler_factor(&sound),
ma_sound_get_positioning(&sound),
ma_sound_get_min_distance(&sound),
ma_sound_get_max_distance(&sound),
ma_sound_get_min_gain(&sound),
ma_sound_get_max_gain(&sound),
ma_sound_get_rolloff(&sound),
ma_sound_is_playing(&sound),
ma_sound_is_looping(&sound),
innerAngle,
outerAngle,
outerGain};
}
////////////////////////////////////////////////////////////
void applySettings(ma_sound& sound, const sf::priv::MiniaudioUtils::SavedSettings& savedSettings)
{
ma_sound_set_pitch(&sound, savedSettings.pitch);
ma_sound_set_pan(&sound, savedSettings.pan);
ma_sound_set_volume(&sound, savedSettings.volume);
ma_sound_set_spatialization_enabled(&sound, savedSettings.spatializationEnabled);
ma_sound_set_position(&sound, savedSettings.position.x, savedSettings.position.y, savedSettings.position.z);
ma_sound_set_direction(&sound, savedSettings.direction.x, savedSettings.direction.y, savedSettings.direction.z);
ma_sound_set_directional_attenuation_factor(&sound, savedSettings.directionalAttenuationFactor);
ma_sound_set_velocity(&sound, savedSettings.velocity.x, savedSettings.velocity.y, savedSettings.velocity.z);
ma_sound_set_doppler_factor(&sound, savedSettings.dopplerFactor);
ma_sound_set_positioning(&sound, savedSettings.positioning);
ma_sound_set_min_distance(&sound, savedSettings.minDistance);
ma_sound_set_max_distance(&sound, savedSettings.maxDistance);
ma_sound_set_min_gain(&sound, savedSettings.minGain);
ma_sound_set_max_gain(&sound, savedSettings.maxGain);
ma_sound_set_rolloff(&sound, savedSettings.rollOff);
ma_sound_set_looping(&sound, savedSettings.looping);
ma_sound_set_cone(&sound, savedSettings.innerAngle, savedSettings.outerAngle, savedSettings.outerGain);
if (savedSettings.playing)
{
ma_sound_start(&sound);
}
else
{
ma_sound_stop(&sound);
}
}
} // namespace
namespace sf::priv
{
////////////////////////////////////////////////////////////
MiniaudioUtils::SoundBase::SoundBase(const ma_data_source_vtable& dataSourceVTable,
AudioDevice::ResourceEntry::Func reinitializeFunc)
{
// Set this object up as a miniaudio data source
ma_data_source_config config = ma_data_source_config_init();
config.vtable = &dataSourceVTable;
if (const ma_result result = ma_data_source_init(&config, &dataSourceBase); result != MA_SUCCESS)
err() << "Failed to initialize audio data source: " << ma_result_description(result) << std::endl;
resourceEntryIter = AudioDevice::registerResource(
this,
[](void* ptr) { static_cast<SoundBase*>(ptr)->deinitialize(); },
reinitializeFunc);
}
////////////////////////////////////////////////////////////
MiniaudioUtils::SoundBase::~SoundBase()
{
AudioDevice::unregisterResource(resourceEntryIter);
ma_sound_uninit(&sound);
ma_node_uninit(&effectNode, nullptr);
ma_data_source_uninit(&dataSourceBase);
}
////////////////////////////////////////////////////////////
void MiniaudioUtils::SoundBase::initialize(ma_sound_end_proc endCallback)
{
// Initialize the sound
auto* engine = AudioDevice::getEngine();
if (engine == nullptr)
{
err() << "Failed to initialize sound: No engine available" << std::endl;
return;
}
ma_sound_config soundConfig;
soundConfig = ma_sound_config_init();
soundConfig.pDataSource = this;
soundConfig.pEndCallbackUserData = this;
soundConfig.endCallback = endCallback;
if (const ma_result result = ma_sound_init_ex(engine, &soundConfig, &sound); result != MA_SUCCESS)
{
err() << "Failed to initialize sound: " << ma_result_description(result) << std::endl;
return;
}
// Initialize the custom effect node
effectNodeVTable.onProcess =
[](ma_node* node, const float** framesIn, std::uint32_t* frameCountIn, float** framesOut, std::uint32_t* frameCountOut)
{ static_cast<EffectNode*>(node)->impl->processEffect(framesIn, *frameCountIn, framesOut, *frameCountOut); };
effectNodeVTable.onGetRequiredInputFrameCount = nullptr;
effectNodeVTable.inputBusCount = 1;
effectNodeVTable.outputBusCount = 1;
effectNodeVTable.flags = MA_NODE_FLAG_CONTINUOUS_PROCESSING | MA_NODE_FLAG_ALLOW_NULL_INPUT;
const auto nodeChannelCount = ma_engine_get_channels(engine);
ma_node_config nodeConfig = ma_node_config_init();
nodeConfig.vtable = &effectNodeVTable;
nodeConfig.pInputChannels = &nodeChannelCount;
nodeConfig.pOutputChannels = &nodeChannelCount;
if (const ma_result result = ma_node_init(ma_engine_get_node_graph(engine), &nodeConfig, nullptr, &effectNode);
result != MA_SUCCESS)
{
err() << "Failed to initialize effect node: " << ma_result_description(result) << std::endl;
return;
}
effectNode.impl = this;
effectNode.channelCount = nodeChannelCount;
// Route the sound through the effect node depending on whether an effect processor is set
connectEffect(bool{effectProcessor});
applySettings(sound, savedSettings);
}
////////////////////////////////////////////////////////////
void MiniaudioUtils::SoundBase::deinitialize()
{
savedSettings = saveSettings(sound);
ma_sound_uninit(&sound);
ma_node_uninit(&effectNode, nullptr);
}
////////////////////////////////////////////////////////////
void MiniaudioUtils::SoundBase::processEffect(const float** framesIn,
std::uint32_t& frameCountIn,
float** framesOut,
std::uint32_t& frameCountOut) const
{
// If a processor is set, call it
if (effectProcessor)
{
if (!framesIn)
frameCountIn = 0;
effectProcessor(framesIn ? framesIn[0] : nullptr, frameCountIn, framesOut[0], frameCountOut, effectNode.channelCount);
return;
}
// Otherwise just pass the data through 1:1
if (framesIn == nullptr)
{
frameCountIn = 0;
frameCountOut = 0;
return;
}
const auto toProcess = std::min(frameCountIn, frameCountOut);
std::memcpy(framesOut[0], framesIn[0], toProcess * effectNode.channelCount * sizeof(float));
frameCountIn = toProcess;
frameCountOut = toProcess;
}
////////////////////////////////////////////////////////////
void MiniaudioUtils::SoundBase::connectEffect(bool connect)
{
auto* engine = AudioDevice::getEngine();
if (engine == nullptr)
{
err() << "Failed to connect effect: No engine available" << std::endl;
return;
}
if (connect)
{
// Attach the custom effect node output to our engine endpoint
if (const ma_result result = ma_node_attach_output_bus(&effectNode, 0, ma_engine_get_endpoint(engine), 0);
result != MA_SUCCESS)
{
err() << "Failed to attach effect node output to endpoint: " << ma_result_description(result) << std::endl;
return;
}
}
else
{
// Detach the custom effect node output from our engine endpoint
if (const ma_result result = ma_node_detach_output_bus(&effectNode, 0); result != MA_SUCCESS)
{
err() << "Failed to detach effect node output from endpoint: " << ma_result_description(result) << std::endl;
return;
}
}
// Attach the sound output to the custom effect node or the engine endpoint
if (const ma_result result = ma_node_attach_output_bus(&sound, 0, connect ? &effectNode : ma_engine_get_endpoint(engine), 0);
result != MA_SUCCESS)
{
err() << "Failed to attach sound node output to effect node: " << ma_result_description(result) << std::endl;
return;
}
}
////////////////////////////////////////////////////////////
ma_channel MiniaudioUtils::soundChannelToMiniaudioChannel(SoundChannel soundChannel)
{
switch (soundChannel)
{
case SoundChannel::Unspecified:
return MA_CHANNEL_NONE;
case SoundChannel::Mono:
return MA_CHANNEL_MONO;
case SoundChannel::FrontLeft:
return MA_CHANNEL_FRONT_LEFT;
case SoundChannel::FrontRight:
return MA_CHANNEL_FRONT_RIGHT;
case SoundChannel::FrontCenter:
return MA_CHANNEL_FRONT_CENTER;
case SoundChannel::FrontLeftOfCenter:
return MA_CHANNEL_FRONT_LEFT_CENTER;
case SoundChannel::FrontRightOfCenter:
return MA_CHANNEL_FRONT_RIGHT_CENTER;
case SoundChannel::LowFrequencyEffects:
return MA_CHANNEL_LFE;
case SoundChannel::BackLeft:
return MA_CHANNEL_BACK_LEFT;
case SoundChannel::BackRight:
return MA_CHANNEL_BACK_RIGHT;
case SoundChannel::BackCenter:
return MA_CHANNEL_BACK_CENTER;
case SoundChannel::SideLeft:
return MA_CHANNEL_SIDE_LEFT;
case SoundChannel::SideRight:
return MA_CHANNEL_SIDE_RIGHT;
case SoundChannel::TopCenter:
return MA_CHANNEL_TOP_CENTER;
case SoundChannel::TopFrontLeft:
return MA_CHANNEL_TOP_FRONT_LEFT;
case SoundChannel::TopFrontRight:
return MA_CHANNEL_TOP_FRONT_RIGHT;
case SoundChannel::TopFrontCenter:
return MA_CHANNEL_TOP_FRONT_CENTER;
case SoundChannel::TopBackLeft:
return MA_CHANNEL_TOP_BACK_LEFT;
case SoundChannel::TopBackRight:
return MA_CHANNEL_TOP_BACK_RIGHT;
default:
assert(soundChannel == SoundChannel::TopBackCenter);
return MA_CHANNEL_TOP_BACK_CENTER;
}
}
////////////////////////////////////////////////////////////
SoundChannel MiniaudioUtils::miniaudioChannelToSoundChannel(ma_channel soundChannel)
{
switch (soundChannel)
{
case MA_CHANNEL_NONE:
return SoundChannel::Unspecified;
case MA_CHANNEL_MONO:
return SoundChannel::Mono;
case MA_CHANNEL_FRONT_LEFT:
return SoundChannel::FrontLeft;
case MA_CHANNEL_FRONT_RIGHT:
return SoundChannel::FrontRight;
case MA_CHANNEL_FRONT_CENTER:
return SoundChannel::FrontCenter;
case MA_CHANNEL_FRONT_LEFT_CENTER:
return SoundChannel::FrontLeftOfCenter;
case MA_CHANNEL_FRONT_RIGHT_CENTER:
return SoundChannel::FrontRightOfCenter;
case MA_CHANNEL_LFE:
return SoundChannel::LowFrequencyEffects;
case MA_CHANNEL_BACK_LEFT:
return SoundChannel::BackLeft;
case MA_CHANNEL_BACK_RIGHT:
return SoundChannel::BackRight;
case MA_CHANNEL_BACK_CENTER:
return SoundChannel::BackCenter;
case MA_CHANNEL_SIDE_LEFT:
return SoundChannel::SideLeft;
case MA_CHANNEL_SIDE_RIGHT:
return SoundChannel::SideRight;
case MA_CHANNEL_TOP_CENTER:
return SoundChannel::TopCenter;
case MA_CHANNEL_TOP_FRONT_LEFT:
return SoundChannel::TopFrontLeft;
case MA_CHANNEL_TOP_FRONT_RIGHT:
return SoundChannel::TopFrontRight;
case MA_CHANNEL_TOP_FRONT_CENTER:
return SoundChannel::TopFrontCenter;
case MA_CHANNEL_TOP_BACK_LEFT:
return SoundChannel::TopBackLeft;
case MA_CHANNEL_TOP_BACK_RIGHT:
return SoundChannel::TopBackRight;
default:
assert(soundChannel == MA_CHANNEL_TOP_BACK_CENTER);
return SoundChannel::TopBackCenter;
}
}
////////////////////////////////////////////////////////////
Time MiniaudioUtils::getPlayingOffset(ma_sound& sound)
{
float cursor = 0.f;
if (const ma_result result = ma_sound_get_cursor_in_seconds(&sound, &cursor); result != MA_SUCCESS)
{
err() << "Failed to get sound cursor: " << ma_result_description(result) << std::endl;
return {};
}
return seconds(cursor);
}
////////////////////////////////////////////////////////////
std::uint64_t MiniaudioUtils::getFrameIndex(ma_sound& sound, Time timeOffset)
{
std::uint32_t sampleRate{};
if (const ma_result result = ma_sound_get_data_format(&sound, nullptr, nullptr, &sampleRate, nullptr, 0);
result != MA_SUCCESS)
err() << "Failed to get sound data format: " << ma_result_description(result) << std::endl;
const auto frameIndex = static_cast<std::uint64_t>(timeOffset.asSeconds() * static_cast<float>(sampleRate));
if (const ma_result result = ma_sound_seek_to_pcm_frame(&sound, frameIndex); result != MA_SUCCESS)
err() << "Failed to seek sound to pcm frame: " << ma_result_description(result) << std::endl;
return frameIndex;
}
} // namespace sf::priv
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