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#include "minorGems/util/SimpleVector.h"
#include "minorGems/util/stringUtils.h"
#include "minorGems/util/SettingsManager.h"
#include "game.h"
#include <math.h>
#include <stdio.h>
class SoundSample {
public:
SoundSample()
: mNumSamples( -1 ),
mLeftChannel( NULL ), mRightChannel( NULL ) {
}
~SoundSample() {
if( mLeftChannel != NULL ) {
delete [] mLeftChannel;
}
if( mRightChannel != NULL ) {
delete [] mRightChannel;
}
}
// returns true on success
char readFromSettingsFile( char *inSettingName );
void writeToSettingsFile( char *inSettingName );
int mNumSamples;
// samples in [-1, +1]
float *mLeftChannel;
float *mRightChannel;
};
// 7, one for each placement
// +
// 7 for chain steps
#define numSamplesInBank 14
SoundSample sampleBank[ numSamplesInBank ];
class ActiveSound {
public:
ActiveSound( int inBankIndex,
float inLeftLoudness, float inRightLoudness )
: mBankIndex( inBankIndex ), mSamplesPlayed( 0 ),
mLeftLoudness( inLeftLoudness ),
mRightLoudness( inRightLoudness ) {
}
int mBankIndex;
int mSamplesPlayed;
float mLeftLoudness, mRightLoudness;
};
SimpleVector<ActiveSound*> activeSounds;
double twelthRootOfTwo = pow( 2, 1.0/12 );
// for major scale
// W, W, H, W, W, W, H
//int halfstepMap[ 7 ] = { 0, 2, 4, 5, 7, 9, 11 };
// minor scale
// W,H,W,W,H,W,W
//int halfstepMap[ 7 ] = { 0, 2, 3, 5, 7, 8, 10 };
// our haunting chord
//int halfstepMap[ 7 ] = { 0, 3, 7, 10, 12, 17, 22 };
// packed into one octave (and not in order!
//int halfstepMap[ 7 ] = { 3, 6, 11, 8, 4, 10, 1 };
// new minor scale, not in order
int placementStepMap[ 7 ] = { 0, 3, 7, 10, 8, 5, 2 };
// major scale
int clearingStepMap[ 7 ] = { 0, 2, 4, 5, 7, 9, 11 };
// some primitive wave functions
// 40 produces fine results (almost perfect square wave)
//int nLimit = 40;
// 20 sounds smoother, less buzzy
// note that this is just a maximum value
// actual value to pass to wave functions depends on nyquist limit and
// desired frequency of wave
int nLimitMax= 20;
//int nLimit = 10;
//int nLimit = 80;
//int nLimit = 5;
// precomputed 1/n
double nCoefficients[20];
// square wave with period of 2pi
inline double squareWave( double inT, int inNLimit ) {
double sum = 0;
for( int n=1; n<inNLimit; n+=2 ) {
sum += nCoefficients[n] * sin( n * inT );
}
return sum;
}
// sawtoot wave with period of 2pi
double sawWave( double inT, int inNLimit ) {
double sum = 0;
for( int n=1; n<inNLimit; n++ ) {
sum += 1.0/n * sin( n * inT );
}
return sum;
}
void fillTone( SoundSample *inSample, float inFrequency, int inNumSamples,
int inNumSamplesToSkip = 0, int inTotalSamples = -1 ) {
SoundSample *s = inSample;
if( inTotalSamples == -1 ) {
inTotalSamples = inNumSamples + inNumSamplesToSkip;
}
if( s->mNumSamples == -1 ) {
s->mNumSamples = inTotalSamples;
s->mLeftChannel = new float[ inTotalSamples ];
s->mRightChannel = new float[ inTotalSamples ];
}
float *l = s->mLeftChannel;
float *r = s->mRightChannel;
// nLimit for wave function (limit on number of frequency components)
// based on Nyquist
int nyquist = gameSoundSampleRate / 2;
int nLimit = (int)( nyquist / inFrequency );
//printf( "nLimit = %d\n", nLimit );
if( nLimit > nLimitMax ) {
nLimit = nLimitMax;
//printf( "capping nLimit at %d\n", nLimit );
}
float sinFactor = (1.0f / gameSoundSampleRate) * inFrequency * 2 * M_PI;
float envSinFactor = 1.0f / inNumSamples * M_PI;
int limit = inNumSamplesToSkip + inNumSamples;
for( int i=inNumSamplesToSkip; i!=limit; i++ ) {
float value = squareWave( i * sinFactor, nLimit );
// apply another sin as an envelope
l[i] = value * sin( i * envSinFactor );
}
// channels identical
memcpy( & r[inNumSamplesToSkip], & l[inNumSamplesToSkip ],
inNumSamples * sizeof( float ) );
}
void initSound() {
// precomput nCoefficients for square wave
for( int n=1; n<nLimitMax; n++ ) {
nCoefficients[n] = 1.0 / n;
}
float baseFreq = 60;
int bankIndex = 0;
int i;
int numGenerated = 0;
int numCached = 0;
// for each color
for( i=0; i<7; i++ ) {
// placement sounds
float freq = baseFreq * pow( twelthRootOfTwo, placementStepMap[i] );
SoundSample *s = &( sampleBank[bankIndex] );
// check if cached on disk
char *cacheSettingName = autoSprintf( "cachedSoundSample_%d",
bankIndex );
if( ! s->readFromSettingsFile( cacheSettingName ) ) {
// not cached, generate
//printf( "Generating sound sample %d\n", bankIndex );
int numSamples = (int)( 0.2 * gameSoundSampleRate );
fillTone( s, freq, numSamples );
// cache out to disk
s->writeToSettingsFile( cacheSettingName );
numGenerated ++;
}
else {
//printf( "Found sound sample %d cached on disk\n", bankIndex );
numCached ++;
}
delete [] cacheSettingName;
bankIndex ++;
}
// now clearing sounds
// shepard tones
for( i=0; i<7; i++ ) {
SoundSample *s = &( sampleBank[ bankIndex ] );
// check if cached on disk
char *cacheSettingName = autoSprintf( "cachedSoundSample_%d",
bankIndex );
if( ! s->readFromSettingsFile( cacheSettingName ) ) {
// not cached, generate
//printf( "Generating sound sample %d\n", bankIndex );
float freqA = baseFreq * pow( twelthRootOfTwo,
clearingStepMap[i] );
// second, 7 steps up
float freqB = baseFreq * pow( twelthRootOfTwo,
clearingStepMap[i] + 7 );
#define numShepParts 4
int t;
SoundSample shepardParts[numShepParts];
int numSamples = (int)( 0.4 * gameSoundSampleRate );
for( t=0; t<numShepParts; t++ ) {
// first note in sequence
fillTone( &shepardParts[t], freqA,
numSamples / 2, 0, numSamples );
// second
fillTone( &shepardParts[t], freqB,
numSamples/2, numSamples/2, numSamples );
// raise for next shep part
freqA *= 2;
freqB *= 2;
}
float partWeights[4];
// 0.0 .. 0.5
partWeights[0] = i / 12.0f;
// 0.5 .. 1.0
partWeights[1] = 0.5 + partWeights[0];
// 1.0 .. 0.5
partWeights[2] = 1 - partWeights[0];
// 0.5 .. 0.0
partWeights[3] = 0.5 - partWeights[0];
// vol sum at any point = 2
// weight so sum = 1
for( int t=0; t<numShepParts; t++ ) {
partWeights[t] *= 0.5;
}
s->mNumSamples = numSamples;
s->mLeftChannel = new float[ numSamples ];
s->mRightChannel = new float[ numSamples ];
float *l = s->mLeftChannel;
float *r = s->mRightChannel;
// accumulate in left
// copy to right at end
for( int j=0; j<numSamples; j++ ) {
l[j] = 0;
}
for( t=0; t<numShepParts; t++ ) {
float weight = partWeights[t];
// channels identical
// use only one
float *partChannel = shepardParts[t].mLeftChannel;
for( int j=0; j<numSamples; j++ ) {
l[j] += weight * partChannel[j];
}
}
// copy to right
memcpy( r, l, numSamples * sizeof( float ) );
// save out to disk
s->writeToSettingsFile( cacheSettingName );
numGenerated++;
}
else {
//printf( "Found sound sample %d cached on disk\n", bankIndex );
numCached++;
}
delete [] cacheSettingName;
bankIndex ++;
}
printf( "Generated %d sound samples fresh, found %d cached on disk\n",
numGenerated, numCached );
}
void freeSound() {
for( int i=0; i<activeSounds.size(); i++ ) {
delete *( activeSounds.getElement( i ) );
}
}
void playPlacementSound( int inColor,
float inLeftLoudness, float inRightLoudness ) {
//printf( "Playing sound\n" );
// louder than that of clearing group size of 1
// (clearing sound ends up sounding louder)
float loudness = 0.5;
activeSounds.push_back( new ActiveSound( inColor,
inLeftLoudness * loudness,
inRightLoudness * loudness ) );
}
void playClearingSound( int inColor, int inGroupSize, int inChainLength,
float inLeftLoudness, float inRightLoudness ) {
// asymptotically approaches 0.5 as inGroupSize grows.
// very close to 0.5 when inGroupSize is 49
float loudness =
0.75 * (1 - pow(10, (-inGroupSize/20.0f) ) ) + 0.25;
inChainLength -= 1;
inChainLength = inChainLength % 7;
int index = 7 + inChainLength;
//printf( "playing sound from bank %d with loudness %f, l, r = %f, %f\n",
// index, loudness, inLeftLoudness, inRightLoudness );
activeSounds.push_back( new ActiveSound( index,
loudness * inLeftLoudness,
loudness * inRightLoudness ) );
}
int numTestSoundsPlayed = 0;
int stepsBetweenTestPlays = 0;
// implements getSoundSamples from game.h
void getSoundSamples( Uint8 *inBuffer, int inLengthToFillInBytes ) {
//printf( "Audio callback\n" );
// 2 16-bit samples per frame
int numFrames = inLengthToFillInBytes / 4;
float *leftMix = new float[ numFrames ];
float *rightMix = new float[ numFrames ];
int f;
for( f=0; f!=numFrames; f++ ) {
leftMix[f] = 0;
rightMix[f] = 0;
}
int i = 0;
// we may be removing sounds from the buffer as we use them up
// i is adjusted inside the while loop
while( i<activeSounds.size() ) {
ActiveSound *a = *( activeSounds.getElement( i ) );
int samplesToSkip = a->mSamplesPlayed;
SoundSample *s = &( sampleBank[ a->mBankIndex ] );
int mixLength = s->mNumSamples - samplesToSkip;
if( mixLength > numFrames ) {
mixLength = numFrames;
}
float leftLoudness = a->mLeftLoudness;
float rightLoudness = a->mRightLoudness;
float *sampleLeft = s->mLeftChannel;
float *sampleRight = s->mRightChannel;
for( int j=0; j != mixLength; j++ ) {
leftMix[j] += leftLoudness * sampleLeft[j + samplesToSkip];
rightMix[j] += rightLoudness * sampleRight[j + samplesToSkip];
}
a->mSamplesPlayed += mixLength;
if( a->mSamplesPlayed >= s->mNumSamples ) {
// sound done playing
delete a;
activeSounds.deleteElement( i );
// don't increment i
}
else {
// next active sound
i++;
}
}
/*
if( activeSounds.size() == 0 && numTestSoundsPlayed < numSamplesInBank ) {
if( stepsBetweenTestPlays > 10 ) {
stepsBetweenTestPlays = 0;
// play next test sound
printf( "Test play of bank sound %d\n", numTestSoundsPlayed );
float loudness = 0.5;
if( numTestSoundsPlayed >=7 ) {
loudness = 0.25;
}
activeSounds.push_back(
new ActiveSound( numTestSoundsPlayed, loudness ) );
//playClearingSound( 0, 1, numTestSoundsPlayed + 1 );
numTestSoundsPlayed ++;
}
else {
stepsBetweenTestPlays++;
}
}
*/
#define Sint16Max 32767
// now copy samples into Uint8 buffer (converting them to Sint16s)
int streamPosition = 0;
for( f=0; f != numFrames; f++ ) {
Sint16 intSampleL = (Sint16)( leftMix[f] * Sint16Max );
Sint16 intSampleR = (Sint16)( rightMix[f] * Sint16Max );
//printf( "Outputting samples %d, %d\n", intSampleL, intSampleR );
inBuffer[ streamPosition ] = (Uint8)( intSampleL & 0xFF );
inBuffer[ streamPosition + 1 ] = (Uint8)( ( intSampleL >> 8 ) & 0xFF );
inBuffer[ streamPosition + 2 ] = (Uint8)( intSampleR & 0xFF );
inBuffer[ streamPosition + 3 ] = (Uint8)( ( intSampleR >> 8 ) & 0xFF );
streamPosition += 4;
}
delete [] leftMix;
delete [] rightMix;
}
char SoundSample::readFromSettingsFile( char *inSettingName ) {
char *lengthSettingName = autoSprintf( "%s_numSamples", inSettingName );
char found;
int numSamples = SettingsManager::getIntSetting( lengthSettingName,
&found );
delete [] lengthSettingName;
if( !found ) {
return false;
}
FILE *file = SettingsManager::getSettingsFile( inSettingName, "rb" );
if( file == NULL ) {
return false;
}
int bytesPerChannel = numSamples * sizeof( float );
// read channels
float *channels[2];
int c;
char error = false;
for( c=0; c<2; c++ ) {
channels[c] = new float[ numSamples ];
int numRead =
fread( (char *)( channels[c] ), 1, bytesPerChannel, file );
if( numRead != bytesPerChannel ) {
printf( "Error reading from settingsFile %s for channel %d\n",
inSettingName, c );
error = true;
}
}
fclose( file );
if( ! error ) {
mLeftChannel = channels[0];
mRightChannel = channels[1];
mNumSamples = numSamples;
return true;
}
else {
for( c=0; c<2; c++ ) {
delete [] channels[c];
}
return false;
}
}
void SoundSample::writeToSettingsFile( char *inSettingName ) {
char *lengthSettingName = autoSprintf( "%s_numSamples", inSettingName );
SettingsManager::setSetting( lengthSettingName, mNumSamples );
delete [] lengthSettingName;
FILE *file = SettingsManager::getSettingsFile( inSettingName, "wb" );
if( file == NULL ) {
printf( "Error opening settings file %s\n", inSettingName );
return;
}
float *channels[2];
channels[0] = mLeftChannel;
channels[1] = mRightChannel;
int bytesPerChannel = mNumSamples * sizeof( float );
for( int c=0; c<2; c++ ) {
int numWritten =
fwrite( (char *)( channels[c] ), 1, bytesPerChannel, file );
if( numWritten != bytesPerChannel ) {
printf( "Error writing to settingsFile %s for channel %d\n",
inSettingName, c );
}
}
fclose( file );
}
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