2020-06-21 12:25:28 +00:00
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//
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// AudioManager.cpp
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//
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// Low-level audio functions (using SDL).
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//
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2012-10-13 18:29:53 +00:00
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#include "AudioManager.h"
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2013-01-04 23:31:51 +00:00
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#include "Log.h"
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2017-11-01 22:21:10 +00:00
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#include "Settings.h"
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#include "Sound.h"
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#include <SDL.h>
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2012-10-13 18:29:53 +00:00
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2013-05-14 19:31:39 +00:00
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std::vector<std::shared_ptr<Sound>> AudioManager::sSoundVector;
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SDL_AudioSpec AudioManager::sAudioFormat;
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2013-05-22 17:11:10 +00:00
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std::shared_ptr<AudioManager> AudioManager::sInstance;
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2012-10-13 18:29:53 +00:00
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2017-11-17 14:58:52 +00:00
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void AudioManager::mixAudio(void* /*unused*/, Uint8 *stream, int len)
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2013-05-14 19:31:39 +00:00
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{
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2020-06-21 12:25:28 +00:00
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bool stillPlaying = false;
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// Initialize the buffer to "silence".
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SDL_memset(stream, 0, len);
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// Iterate through all our samples.
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std::vector<std::shared_ptr<Sound>>::const_iterator soundIt = sSoundVector.cbegin();
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while (soundIt != sSoundVector.cend()) {
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std::shared_ptr<Sound> sound = *soundIt;
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if(sound->isPlaying()) {
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// Calculate rest length of current sample.
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Uint32 restLength = (sound->getLength() - sound->getPosition());
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if (restLength > (Uint32)len) {
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// If stream length is smaller than sample length, clip it.
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restLength = len;
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}
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// Mix sample into stream.
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SDL_MixAudio(stream, &(sound->getData()[sound->getPosition()]),
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restLength, SDL_MIX_MAXVOLUME);
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if (sound->getPosition() + restLength < sound->getLength()) {
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//sample hasn't ended yet
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stillPlaying = true;
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}
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// Set new sound position. if this is at or beyond the end of the sample,
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// it will stop automatically.
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sound->setPosition(sound->getPosition() + restLength);
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}
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// Advance to next sound.
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++soundIt;
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}
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// We have processed all samples. check if some will still be playing.
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if (!stillPlaying) {
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// No. pause audio till a Sound::play() wakes us up.
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SDL_PauseAudio(1);
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}
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2013-05-14 19:31:39 +00:00
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}
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2012-10-13 18:29:53 +00:00
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2013-05-14 19:31:39 +00:00
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AudioManager::AudioManager()
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{
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2020-06-21 12:25:28 +00:00
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init();
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2013-05-21 08:40:01 +00:00
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}
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AudioManager::~AudioManager()
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{
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2020-06-21 12:25:28 +00:00
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deinit();
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2013-05-21 08:40:01 +00:00
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}
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std::shared_ptr<AudioManager> & AudioManager::getInstance()
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{
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2020-06-21 12:25:28 +00:00
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// Check if an AudioManager instance is already created, if not create one.
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if (sInstance == nullptr && Settings::getInstance()->getBool("EnableSounds")) {
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sInstance = std::shared_ptr<AudioManager>(new AudioManager);
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}
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return sInstance;
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2013-05-21 08:40:01 +00:00
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}
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void AudioManager::init()
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{
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2020-06-21 12:25:28 +00:00
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
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LOG(LogError) << "Error initializing SDL audio!\n" << SDL_GetError();
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return;
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}
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// Stop playing all Sounds.
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for(unsigned int i = 0; i < sSoundVector.size(); i++) {
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if(sSoundVector.at(i)->isPlaying())
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sSoundVector[i]->stop();
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}
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// Set up format and callback. Play 16-bit stereo audio at 44.1Khz.
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sAudioFormat.freq = 44100;
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sAudioFormat.format = AUDIO_S16;
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sAudioFormat.channels = 2;
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sAudioFormat.samples = 4096;
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sAudioFormat.callback = mixAudio;
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sAudioFormat.userdata = nullptr;
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// Open the audio device and pause.
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if (SDL_OpenAudio(&sAudioFormat, nullptr) < 0) {
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LOG(LogError) << "AudioManager Error - Unable to open SDL audio: " <<
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SDL_GetError() << std::endl;
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}
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2013-05-14 19:31:39 +00:00
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}
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2013-05-21 08:40:01 +00:00
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void AudioManager::deinit()
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2013-05-14 19:31:39 +00:00
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{
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2020-06-21 12:25:28 +00:00
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// Stop all playback.
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stop();
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// Completely tear down SDL audio. else SDL hogs audio resources and
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// emulators might fail to start...
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SDL_CloseAudio();
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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sInstance = nullptr;
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2013-05-14 19:31:39 +00:00
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}
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2012-10-13 18:29:53 +00:00
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2013-05-14 19:31:39 +00:00
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void AudioManager::registerSound(std::shared_ptr<Sound> & sound)
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{
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2020-06-21 12:25:28 +00:00
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getInstance();
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sSoundVector.push_back(sound);
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2013-05-14 19:31:39 +00:00
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}
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2012-10-13 18:29:53 +00:00
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2013-05-14 19:31:39 +00:00
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void AudioManager::unregisterSound(std::shared_ptr<Sound> & sound)
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{
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2020-06-21 12:25:28 +00:00
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getInstance();
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for(unsigned int i = 0; i < sSoundVector.size(); i++) {
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if(sSoundVector.at(i) == sound) {
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sSoundVector[i]->stop();
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sSoundVector.erase(sSoundVector.cbegin() + i);
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return;
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}
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}
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LOG(LogError) << "AudioManager Error - tried to unregister a sound that wasn't registered!";
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2012-10-13 18:29:53 +00:00
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}
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2013-05-14 19:31:39 +00:00
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void AudioManager::play()
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{
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2020-06-21 12:25:28 +00:00
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getInstance();
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2013-05-22 17:11:10 +00:00
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2020-06-21 12:25:28 +00:00
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// Unpause audio, the mixer will figure out if samples need to be played...
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SDL_PauseAudio(0);
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2013-05-22 17:11:10 +00:00
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}
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void AudioManager::stop()
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{
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2020-06-21 12:25:28 +00:00
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// Stop playing all Sounds.
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for(unsigned int i = 0; i < sSoundVector.size(); i++) {
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if(sSoundVector.at(i)->isPlaying())
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sSoundVector[i]->stop();
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}
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// Pause audio
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SDL_PauseAudio(1);
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2013-05-22 17:11:10 +00:00
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}
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