mirror of
https://github.com/SFML/SFML.git
synced 2024-11-24 20:31:05 +08:00
Added support for user defined sound effect implementations.
This commit is contained in:
parent
c89c32d7ba
commit
002b8953fa
@ -19,6 +19,7 @@ namespace
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constexpr auto windowWidth = 800u;
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constexpr auto windowHeight = 600u;
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constexpr auto pi = 3.14159265359f;
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constexpr auto sqrt2 = 2.0f * 0.707106781186547524401f;
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std::filesystem::path resourcesDir()
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{
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@ -85,10 +86,10 @@ protected:
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private:
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// Virtual functions to be implemented in derived effects
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virtual void onUpdate(float time, float x, float y) = 0;
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virtual void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const = 0;
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virtual void onStart() = 0;
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virtual void onStop() = 0;
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virtual void onUpdate(float time, float x, float y) = 0;
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virtual void onDraw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
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virtual void onStart() = 0;
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virtual void onStop() = 0;
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virtual void onKey(sf::Keyboard::Key)
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{
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@ -129,7 +130,7 @@ public:
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m_music.setPosition({m_position.x, m_position.y, 0.f});
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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auto statesCopy(states);
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statesCopy.transform = sf::Transform::Identity;
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@ -203,7 +204,7 @@ public:
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m_volumeText.setString("Volume: " + std::to_string(m_volume));
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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target.draw(m_pitchText, states);
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target.draw(m_volumeText, states);
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@ -306,7 +307,7 @@ public:
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m_music.setPosition({m_position.x, m_position.y, 0.f});
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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auto statesCopy(states);
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@ -376,7 +377,7 @@ public:
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m_currentFrequency.setString("Frequency: " + std::to_string(m_frequency) + " Hz");
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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target.draw(m_instruction, states);
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target.draw(m_currentType, states);
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@ -548,7 +549,7 @@ public:
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setDopplerFactor(m_factor);
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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auto statesCopy(states);
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statesCopy.transform = sf::Transform::Identity;
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@ -616,6 +617,425 @@ private:
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};
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////////////////////////////////////////////////////////////
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// Processing base class
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////////////////////////////////////////////////////////////
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class Processing : public Effect
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{
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public:
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void onUpdate([[maybe_unused]] float time, float x, float y) override
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{
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m_position = {windowWidth * x - 10.f, windowHeight * y - 10.f};
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m_music.setPosition({m_position.x, m_position.y, 0.f});
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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auto statesCopy(states);
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statesCopy.transform = sf::Transform::Identity;
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statesCopy.transform.translate(m_position);
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target.draw(m_listener, states);
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target.draw(m_soundShape, statesCopy);
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target.draw(m_enabledText);
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target.draw(m_instructions);
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}
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void onStart() override
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{
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// Synchronize listener audio position with graphical position
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sf::Listener::setPosition({m_listener.getPosition().x, m_listener.getPosition().y, 0.f});
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m_music.play();
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}
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void onStop() override
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{
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m_music.stop();
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}
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protected:
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Processing(std::string name) :
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Effect(std::move(name)),
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m_enabledText(getFont(), "Processing: Enabled"),
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m_instructions(getFont(), "Press Space to enable/disable processing")
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{
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m_listener.setPosition({(windowWidth - 20.f) / 2.f, (windowHeight - 20.f) / 2.f});
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m_listener.setFillColor(sf::Color::Red);
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m_enabledText.setPosition({windowWidth / 2.f - 120.f, windowHeight * 3.f / 4.f - 50.f});
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m_instructions.setPosition({windowWidth / 2.f - 250.f, windowHeight * 3.f / 4.f});
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// Load the music file
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if (!m_music.openFromFile(resourcesDir() / "doodle_pop.ogg"))
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std::cerr << "Failed to load " << (resourcesDir() / "doodle_pop.ogg").string() << std::endl;
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// Set the music to loop
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m_music.setLoop(true);
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// Set attenuation to a nice value
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m_music.setAttenuation(0.0f);
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}
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sf::Music& getMusic()
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{
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return m_music;
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}
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const std::shared_ptr<bool>& getEnabled() const
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{
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return m_enabled;
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}
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private:
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void onKey(sf::Keyboard::Key key) override
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{
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if (key == sf::Keyboard::Key::Space)
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*m_enabled = !*m_enabled;
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m_enabledText.setString(*m_enabled ? "Processing: Enabled" : "Processing: Disabled");
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}
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sf::CircleShape m_listener{20.f};
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sf::CircleShape m_soundShape{20.f};
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sf::Vector2f m_position;
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sf::Music m_music;
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std::shared_ptr<bool> m_enabled{std::make_shared<bool>(true)};
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sf::Text m_enabledText;
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sf::Text m_instructions;
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};
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////////////////////////////////////////////////////////////
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// Biquad Filter (https://github.com/dimtass/DSP-Cpp-filters)
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////////////////////////////////////////////////////////////
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class BiquadFilter : public Processing
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{
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protected:
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struct Coefficients
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{
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float a0{};
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float a1{};
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float a2{};
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float b1{};
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float b2{};
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float c0{};
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float d0{};
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};
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using Processing::Processing;
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void setCoefficients(const Coefficients& coefficients)
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{
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auto& music = getMusic();
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struct State
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{
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float xnz1{};
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float xnz2{};
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float ynz1{};
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float ynz2{};
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};
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// We use a mutable lambda to tie the lifetime of the state and coefficients to the lambda itself
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// This is necessary since the Echo object will be destroyed before the Music object
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// While the Music object exists, it is possible that the audio engine will try to call
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// this lambda hence we need to always have usable coefficients and state until the Music and the
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// associated lambda are destroyed
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music.setEffectProcessor(
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[coefficients,
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enabled = getEnabled(),
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state = std::vector<State>(music.getChannelCount())](const float* inputFrames,
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unsigned int& inputFrameCount,
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float* outputFrames,
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unsigned int& outputFrameCount,
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unsigned int frameChannelCount) mutable
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{
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for (auto frame = 0u; frame < outputFrameCount; ++frame)
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{
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for (auto channel = 0u; channel < frameChannelCount; ++channel)
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{
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auto& channelState = state[channel];
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const auto xn = inputFrames ? inputFrames[channel] : 0.f; // Read silence if no input data available
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const auto yn = coefficients.a0 * xn + coefficients.a1 * channelState.xnz1 +
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coefficients.a2 * channelState.xnz2 - coefficients.b1 * channelState.ynz1 -
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coefficients.b2 * channelState.ynz2;
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channelState.xnz2 = channelState.xnz1;
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channelState.xnz1 = xn;
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channelState.ynz2 = channelState.ynz1;
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channelState.ynz1 = yn;
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outputFrames[channel] = *enabled ? yn : xn;
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}
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inputFrames += (inputFrames ? frameChannelCount : 0u);
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outputFrames += frameChannelCount;
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}
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// We processed data 1:1
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inputFrameCount = outputFrameCount;
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});
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}
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};
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////////////////////////////////////////////////////////////
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// High-pass Filter (https://github.com/dimtass/DSP-Cpp-filters)
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////////////////////////////////////////////////////////////
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struct HighPassFilter : BiquadFilter
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{
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HighPassFilter() : BiquadFilter("High-pass Filter")
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{
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static constexpr auto cutoffFrequency = 2000.f;
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const auto c = std::tan(pi * cutoffFrequency / static_cast<float>(getMusic().getSampleRate()));
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Coefficients coefficients;
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coefficients.a0 = 1.f / (1.f + sqrt2 * c + std::pow(c, 2.f));
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coefficients.a1 = -2.f * coefficients.a0;
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coefficients.a2 = coefficients.a0;
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coefficients.b1 = 2.f * coefficients.a0 * (std::pow(c, 2.f) - 1.f);
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coefficients.b2 = coefficients.a0 * (1.f - sqrt2 * c + std::pow(c, 2.f));
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setCoefficients(coefficients);
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}
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};
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////////////////////////////////////////////////////////////
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// Low-pass Filter (https://github.com/dimtass/DSP-Cpp-filters)
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////////////////////////////////////////////////////////////
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struct LowPassFilter : BiquadFilter
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{
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LowPassFilter() : BiquadFilter("Low-pass Filter")
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{
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static constexpr auto cutoffFrequency = 500.f;
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const auto c = 1.f / std::tan(pi * cutoffFrequency / static_cast<float>(getMusic().getSampleRate()));
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Coefficients coefficients;
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coefficients.a0 = 1.f / (1.f + sqrt2 * c + std::pow(c, 2.f));
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coefficients.a1 = 2.f * coefficients.a0;
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coefficients.a2 = coefficients.a0;
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coefficients.b1 = 2.f * coefficients.a0 * (1.f - std::pow(c, 2.f));
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coefficients.b2 = coefficients.a0 * (1.f - sqrt2 * c + std::pow(c, 2.f));
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setCoefficients(coefficients);
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}
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};
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////////////////////////////////////////////////////////////
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// Echo (miniaudio implementation)
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////////////////////////////////////////////////////////////
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struct Echo : Processing
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{
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Echo() : Processing("Echo")
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{
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auto& music = getMusic();
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static constexpr auto delay = 0.2f;
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static constexpr auto decay = 0.75f;
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static constexpr auto wet = 0.8f;
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static constexpr auto dry = 1.f;
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const auto channelCount = music.getChannelCount();
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const auto sampleRate = music.getSampleRate();
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const auto delayInFrames = static_cast<unsigned int>(static_cast<float>(sampleRate) * delay);
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// We use a mutable lambda to tie the lifetime of the state to the lambda itself
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// This is necessary since the Echo object will be destroyed before the Music object
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// While the Music object exists, it is possible that the audio engine will try to call
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// this lambda hence we need to always have a usable state until the Music and the
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// associated lambda are destroyed
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music.setEffectProcessor(
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[delayInFrames,
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enabled = getEnabled(),
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buffer = std::vector<float>(delayInFrames * channelCount, 0.f),
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cursor = 0u](const float* inputFrames,
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unsigned int& inputFrameCount,
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float* outputFrames,
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unsigned int& outputFrameCount,
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unsigned int frameChannelCount) mutable
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{
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for (auto frame = 0u; frame < outputFrameCount; ++frame)
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{
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for (auto channel = 0u; channel < frameChannelCount; ++channel)
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{
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const auto input = inputFrames ? inputFrames[channel] : 0.f; // Read silence if no input data available
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const auto bufferIndex = (cursor * frameChannelCount) + channel;
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buffer[bufferIndex] = (buffer[bufferIndex] * decay) + (input * dry);
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outputFrames[channel] = *enabled ? buffer[bufferIndex] * wet : input;
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}
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cursor = (cursor + 1) % delayInFrames;
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inputFrames += (inputFrames ? frameChannelCount : 0u);
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outputFrames += frameChannelCount;
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}
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// We processed data 1:1
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inputFrameCount = outputFrameCount;
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});
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}
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};
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////////////////////////////////////////////////////////////
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// Reverb (https://github.com/sellicott/DSP-FFMpeg-Reverb)
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////////////////////////////////////////////////////////////
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class Reverb : public Processing
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{
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public:
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Reverb() : Processing("Reverb")
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{
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auto& music = getMusic();
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static constexpr auto sustain = 0.7f; // [0.f; 1.f]
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const auto channelCount = music.getChannelCount();
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const auto sampleRate = music.getSampleRate();
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std::vector<ReverbFilter<float>> filters;
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filters.reserve(channelCount);
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for (auto i = 0u; i < channelCount; ++i)
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filters.emplace_back(sampleRate, sustain);
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// We use a mutable lambda to tie the lifetime of the state to the lambda itself
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// This is necessary since the Echo object will be destroyed before the Music object
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// While the Music object exists, it is possible that the audio engine will try to call
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// this lambda hence we need to always have a usable state until the Music and the
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// associated lambda are destroyed
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music.setEffectProcessor(
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[filters, enabled = getEnabled()](const float* inputFrames,
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unsigned int& inputFrameCount,
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float* outputFrames,
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unsigned int& outputFrameCount,
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unsigned int frameChannelCount) mutable
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{
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for (auto frame = 0u; frame < outputFrameCount; ++frame)
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{
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for (auto channel = 0u; channel < frameChannelCount; ++channel)
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{
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const auto input = inputFrames ? inputFrames[channel] : 0.f; // Read silence if no input data available
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outputFrames[channel] = *enabled ? filters[channel](input) : input;
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}
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inputFrames += (inputFrames ? frameChannelCount : 0u);
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outputFrames += frameChannelCount;
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}
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// We processed data 1:1
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inputFrameCount = outputFrameCount;
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});
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}
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private:
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template <typename T>
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class AllPassFilter
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{
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public:
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AllPassFilter(std::size_t delay, float theGain) : m_buffer(delay, {}), m_gain(theGain)
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{
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}
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T operator()(T input)
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{
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const auto output = m_buffer[m_cursor];
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input = static_cast<T>(input + m_gain * output);
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m_buffer[m_cursor] = input;
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m_cursor = (m_cursor + 1) % m_buffer.size();
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return static_cast<T>(-m_gain * input + output);
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}
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private:
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std::vector<T> m_buffer;
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std::size_t m_cursor{};
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const float m_gain{};
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};
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template <typename T>
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class FIRFilter
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{
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public:
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FIRFilter(std::vector<float> taps) : m_taps(std::move(taps))
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{
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}
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T operator()(T input)
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{
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m_buffer[m_cursor] = input;
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m_cursor = (m_cursor + 1) % m_buffer.size();
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T output{};
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for (auto i = 0u; i < m_taps.size(); ++i)
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output += static_cast<T>(m_taps[i] * m_buffer[(m_cursor + i) % m_buffer.size()]);
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return output;
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}
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private:
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const std::vector<float> m_taps;
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std::vector<T> m_buffer = std::vector<T>(m_taps.size(), {});
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std::size_t m_cursor{};
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};
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template <typename T>
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class ReverbFilter
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{
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public:
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ReverbFilter(unsigned int sampleRate, float feedbackGain) :
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m_allPass{{sampleRate / 10, 0.6f}, {sampleRate / 30, -0.6f}, {sampleRate / 90, 0.6f}, {sampleRate / 270, -0.6f}},
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m_fir({0.003369f, 0.002810f, 0.001758f, 0.000340f, -0.001255f, -0.002793f, -0.004014f, -0.004659f,
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-0.004516f, -0.003464f, -0.001514f, 0.001148f, 0.004157f, 0.006986f, 0.009003f, 0.009571f,
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0.008173f, 0.004560f, -0.001120f, -0.008222f, -0.015581f, -0.021579f, -0.024323f, -0.021933f,
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-0.012904f, 0.003500f, 0.026890f, 0.055537f, 0.086377f, 0.115331f, 0.137960f, 0.150407f,
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0.150407f, 0.137960f, 0.115331f, 0.086377f, 0.055537f, 0.026890f, 0.003500f, -0.012904f,
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-0.021933f, -0.024323f, -0.021579f, -0.015581f, -0.008222f, -0.001120f, 0.004560f, 0.008173f,
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0.009571f, 0.009003f, 0.006986f, 0.004157f, 0.001148f, -0.001514f, -0.003464f, -0.004516f,
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-0.004659f, -0.004014f, -0.002793f, -0.001255f, 0.000340f, 0.001758f, 0.002810f, 0.003369f}),
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m_buffer(sampleRate / 5, {}), // sample rate / 5 = 200ms buffer size
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m_feedbackGain(feedbackGain)
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{
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}
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T operator()(T input)
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{
|
||||
auto output = static_cast<T>(0.7f * input + m_feedbackGain * m_buffer[m_cursor]);
|
||||
|
||||
for (auto& f : m_allPass)
|
||||
output = f(output);
|
||||
|
||||
output = m_fir(output);
|
||||
|
||||
m_buffer[m_cursor] = output;
|
||||
m_cursor = (m_cursor + 1) % m_buffer.size();
|
||||
|
||||
output += 0.5f * m_buffer[(m_cursor + 1 * m_interval - 1) % m_buffer.size()];
|
||||
output += 0.25f * m_buffer[(m_cursor + 2 * m_interval - 1) % m_buffer.size()];
|
||||
output += 0.125f * m_buffer[(m_cursor + 3 * m_interval - 1) % m_buffer.size()];
|
||||
|
||||
return 0.6f * output + input;
|
||||
}
|
||||
|
||||
private:
|
||||
AllPassFilter<T> m_allPass[4];
|
||||
FIRFilter<T> m_fir;
|
||||
std::vector<T> m_buffer;
|
||||
std::size_t m_cursor{};
|
||||
const std::size_t m_interval{m_buffer.size() / 3};
|
||||
const float m_feedbackGain{};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Entry point of application
|
||||
///
|
||||
@ -637,19 +1057,25 @@ int main()
|
||||
Effect::setFont(font);
|
||||
|
||||
// Create the effects
|
||||
Surround surroundEffect;
|
||||
PitchVolume pitchVolumeEffect;
|
||||
Attenuation attenuationEffect;
|
||||
Tone toneEffect;
|
||||
Doppler dopplerEffect;
|
||||
Surround surroundEffect;
|
||||
PitchVolume pitchVolumeEffect;
|
||||
Attenuation attenuationEffect;
|
||||
Tone toneEffect;
|
||||
Doppler dopplerEffect;
|
||||
HighPassFilter highPassFilterEffect;
|
||||
LowPassFilter lowPassFilterEffect;
|
||||
Echo echoEffect;
|
||||
Reverb reverbEffect;
|
||||
|
||||
const std::array<Effect*, 5> effects{
|
||||
&surroundEffect,
|
||||
&pitchVolumeEffect,
|
||||
&attenuationEffect,
|
||||
&toneEffect,
|
||||
&dopplerEffect,
|
||||
};
|
||||
const std::array<Effect*, 9> effects{&surroundEffect,
|
||||
&pitchVolumeEffect,
|
||||
&attenuationEffect,
|
||||
&toneEffect,
|
||||
&dopplerEffect,
|
||||
&highPassFilterEffect,
|
||||
&lowPassFilterEffect,
|
||||
&echoEffect,
|
||||
&reverbEffect};
|
||||
|
||||
std::size_t current = 0;
|
||||
|
||||
|
@ -162,6 +162,17 @@ public:
|
||||
////////////////////////////////////////////////////////////
|
||||
void setPlayingOffset(Time timeOffset);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the effect processor to be applied to the sound
|
||||
///
|
||||
/// The effect processor is a callable that will be called
|
||||
/// with sound data to be processed.
|
||||
///
|
||||
/// \param effectProcessor The effect processor to attach to this sound, attach an empty processor to disable processing
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setEffectProcessor(EffectProcessor effectProcessor) override;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the audio buffer attached to the sound
|
||||
///
|
||||
|
@ -34,6 +34,8 @@
|
||||
#include <SFML/System/Angle.hpp>
|
||||
#include <SFML/System/Vector3.hpp>
|
||||
|
||||
#include <functional>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
@ -74,6 +76,76 @@ public:
|
||||
float outerGain{}; //!< Outer gain
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Callable that is provided with sound data for processing
|
||||
///
|
||||
/// When the audio engine sources sound data from sound
|
||||
/// sources it will pass the data through an effects
|
||||
/// processor if one is set. The sound data will already be
|
||||
/// converted to the internal floating point format.
|
||||
///
|
||||
/// Sound data that is processed this way is provided in
|
||||
/// frames. Each frame contains 1 floating point sample per
|
||||
/// channel. If e.g. the data source provides stereo data,
|
||||
/// each frame will contain 2 floats.
|
||||
///
|
||||
/// The effects processor function takes 4 parameters:
|
||||
/// - The input data frames, channels interleaved
|
||||
/// - The number of input data frames available
|
||||
/// - The buffer to write output data frames to, channels interleaved
|
||||
/// - The number of output data frames that the output buffer can hold
|
||||
/// - The channel count
|
||||
///
|
||||
/// The input and output frame counts are in/out parameters.
|
||||
///
|
||||
/// When this function is called, the input count will
|
||||
/// contain the number of frames available in the input
|
||||
/// buffer. The output count will contain the size of the
|
||||
/// output buffer i.e. the maximum number of frames that
|
||||
/// can be written to the output buffer.
|
||||
///
|
||||
/// Attempting to read more frames than the input frame
|
||||
/// count or write more frames than the output frame count
|
||||
/// will result in undefined behaviour.
|
||||
///
|
||||
/// When done processing the frames, the input and output
|
||||
/// frame counts must be updated to reflect the actual
|
||||
/// number of frames that were read from the input and
|
||||
/// written to the output.
|
||||
///
|
||||
/// The processing function should always try to process as
|
||||
/// much sound data as possible i.e. always try to fill the
|
||||
/// output buffer to the maximum. In certain situations for
|
||||
/// specific effects it can be possible that the input frame
|
||||
/// count and output frame count aren't equal. As long as
|
||||
/// the frame counts are updated accordingly this is
|
||||
/// perfectly valid.
|
||||
///
|
||||
/// If the audio engine determines that no audio data is
|
||||
/// available from the data source, the input data frames
|
||||
/// pointer is set to nullptr and the input frame count is
|
||||
/// set to 0. In this case it is up to the function to
|
||||
/// decide how to handle the situation. For specific effects
|
||||
/// e.g. Echo/Delay buffered data might still be able to be
|
||||
/// written to the output buffer even if there is no longer
|
||||
/// any input data.
|
||||
///
|
||||
/// An important thing to remember is that this function is
|
||||
/// directly called by the audio engine. Because the audio
|
||||
/// engine runs on an internal thread of its own, make sure
|
||||
/// access to shared data is synchronized appropriately.
|
||||
///
|
||||
/// Because this function is stored by the SoundSource
|
||||
/// object it will be able to be called as long as the
|
||||
/// SoundSource object hasn't yet been destroyed. Make sure
|
||||
/// that any data this function references outlives the
|
||||
/// SoundSource object otherwise use-after-free errors will
|
||||
/// occur.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
using EffectProcessor = std::function<
|
||||
void(const float* inputFrames, unsigned int& inputFrameCount, float* outputFrames, unsigned int& outputFrameCount, unsigned int frameChannelCount)>;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Copy constructor
|
||||
///
|
||||
@ -331,6 +403,17 @@ public:
|
||||
////////////////////////////////////////////////////////////
|
||||
void setAttenuation(float attenuation);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the effect processor to be applied to the sound
|
||||
///
|
||||
/// The effect processor is a callable that will be called
|
||||
/// with sound data to be processed.
|
||||
///
|
||||
/// \param effectProcessor The effect processor to attach to this sound, attach an empty processor to disable processing
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void setEffectProcessor(EffectProcessor effectProcessor);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the pitch of the sound
|
||||
///
|
||||
|
@ -194,6 +194,17 @@ public:
|
||||
////////////////////////////////////////////////////////////
|
||||
bool getLoop() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the effect processor to be applied to the sound
|
||||
///
|
||||
/// The effect processor is a callable that will be called
|
||||
/// with sound data to be processed.
|
||||
///
|
||||
/// \param effectProcessor The effect processor to attach to this sound, attach an empty processor to disable processing
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setEffectProcessor(EffectProcessor effectProcessor) override;
|
||||
|
||||
protected:
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
|
@ -55,6 +55,7 @@ struct Sound::Impl
|
||||
~Impl()
|
||||
{
|
||||
ma_sound_uninit(&sound);
|
||||
ma_node_uninit(&effectNode, nullptr);
|
||||
ma_data_source_uninit(&dataSourceBase);
|
||||
}
|
||||
|
||||
@ -90,6 +91,34 @@ struct Sound::Impl
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize the custom effect node
|
||||
effectNodeVTable.onProcess =
|
||||
[](ma_node* node, const float** framesIn, ma_uint32* frameCountIn, float** framesOut, ma_uint32* 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});
|
||||
|
||||
// Because we are providing a custom data source, we have to provide the channel map ourselves
|
||||
if (buffer && !buffer->getChannelMap().empty())
|
||||
{
|
||||
@ -110,7 +139,80 @@ struct Sound::Impl
|
||||
|
||||
void reinitialize()
|
||||
{
|
||||
priv::MiniaudioUtils::reinitializeSound(sound, [this] { initialize(); });
|
||||
priv::MiniaudioUtils::reinitializeSound(sound,
|
||||
[this]
|
||||
{
|
||||
ma_node_uninit(&effectNode, nullptr);
|
||||
initialize();
|
||||
});
|
||||
}
|
||||
|
||||
void processEffect(const float** framesIn, ma_uint32& frameCountIn, float** framesOut, ma_uint32& 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 connectEffect(bool connect)
|
||||
{
|
||||
auto* engine = priv::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;
|
||||
}
|
||||
}
|
||||
|
||||
static ma_result read(ma_data_source* dataSource, void* framesOut, ma_uint64 frameCount, ma_uint64* framesRead)
|
||||
@ -208,13 +310,23 @@ struct Sound::Impl
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
struct EffectNode
|
||||
{
|
||||
ma_node_base base{};
|
||||
Impl* impl{};
|
||||
ma_uint32 channelCount{};
|
||||
};
|
||||
|
||||
ma_data_source_base dataSourceBase{}; //!< The struct that makes this object a miniaudio data source (must be first member)
|
||||
ma_node_vtable effectNodeVTable{}; //!< Vtable of the effect node
|
||||
EffectNode effectNode; //!< The engine node that performs effect processing
|
||||
std::vector<ma_channel> soundChannelMap; //!< The map of position in sample frame to sound channel (miniaudio channels)
|
||||
ma_sound sound{}; //!< The sound
|
||||
std::size_t cursor{}; //!< The current playing position
|
||||
bool looping{}; //!< True if we are looping the sound
|
||||
const SoundBuffer* buffer{}; //!< Sound buffer bound to the source
|
||||
Status status{Status::Stopped}; //!< The status
|
||||
EffectProcessor effectProcessor; //!< The effect processor
|
||||
};
|
||||
|
||||
|
||||
@ -334,6 +446,14 @@ void Sound::setPlayingOffset(Time timeOffset)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Sound::setEffectProcessor(EffectProcessor effectProcessor)
|
||||
{
|
||||
m_impl->effectProcessor = std::move(effectProcessor);
|
||||
m_impl->connectEffect(bool{m_impl->effectProcessor});
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
const SoundBuffer& Sound::getBuffer() const
|
||||
{
|
||||
|
@ -166,6 +166,13 @@ void SoundSource::setAttenuation(float attenuation)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// NOLINTNEXTLINE(performance-unnecessary-value-param)
|
||||
void SoundSource::setEffectProcessor(EffectProcessor)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
float SoundSource::getPitch() const
|
||||
{
|
||||
|
@ -55,6 +55,7 @@ struct SoundStream::Impl
|
||||
~Impl()
|
||||
{
|
||||
ma_sound_uninit(&sound);
|
||||
ma_node_uninit(&effectNode, nullptr);
|
||||
ma_data_source_uninit(&dataSourceBase);
|
||||
}
|
||||
|
||||
@ -91,6 +92,34 @@ struct SoundStream::Impl
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize the custom effect node
|
||||
effectNodeVTable.onProcess =
|
||||
[](ma_node* node, const float** framesIn, ma_uint32* frameCountIn, float** framesOut, ma_uint32* 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});
|
||||
|
||||
// Because we are providing a custom data source, we have to provide the channel map ourselves
|
||||
if (!channelMap.empty())
|
||||
{
|
||||
@ -111,7 +140,79 @@ struct SoundStream::Impl
|
||||
|
||||
void reinitialize()
|
||||
{
|
||||
priv::MiniaudioUtils::reinitializeSound(sound, [this] { initialize(); });
|
||||
priv::MiniaudioUtils::reinitializeSound(sound,
|
||||
[this]
|
||||
{
|
||||
ma_node_uninit(&effectNode, nullptr);
|
||||
initialize();
|
||||
});
|
||||
}
|
||||
|
||||
void processEffect(const float** framesIn, ma_uint32& frameCountIn, float** framesOut, ma_uint32& 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 connectEffect(bool connect)
|
||||
{
|
||||
auto* engine = priv::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;
|
||||
}
|
||||
}
|
||||
|
||||
static ma_result read(ma_data_source* dataSource, void* framesOut, ma_uint64 frameCount, ma_uint64* framesRead)
|
||||
@ -238,8 +339,17 @@ struct SoundStream::Impl
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
struct EffectNode
|
||||
{
|
||||
ma_node_base base{};
|
||||
Impl* impl{};
|
||||
ma_uint32 channelCount{};
|
||||
};
|
||||
|
||||
ma_data_source_base dataSourceBase{}; //!< The struct that makes this object a miniaudio data source (must be first member)
|
||||
SoundStream* const owner; //!< Owning SoundStream object
|
||||
ma_node_vtable effectNodeVTable{}; //!< Vtable of the effect node
|
||||
EffectNode effectNode; //!< The engine node that performs effect processing
|
||||
std::vector<ma_channel> soundChannelMap; //!< The map of position in sample frame to sound channel (miniaudio channels)
|
||||
ma_sound sound{}; //!< The sound
|
||||
std::vector<std::int16_t> sampleBuffer; //!< Our temporary sample buffer
|
||||
@ -251,6 +361,7 @@ struct SoundStream::Impl
|
||||
bool loop{}; //!< Loop flag (true to loop, false to play once)
|
||||
bool streaming{true}; //!< True if we are still streaming samples from the source
|
||||
Status status{Status::Stopped}; //!< The status
|
||||
EffectProcessor effectProcessor; //!< The effect processor
|
||||
};
|
||||
|
||||
|
||||
@ -395,6 +506,14 @@ bool SoundStream::getLoop() const
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void SoundStream::setEffectProcessor(EffectProcessor effectProcessor)
|
||||
{
|
||||
m_impl->effectProcessor = std::move(effectProcessor);
|
||||
m_impl->connectEffect(bool{m_impl->effectProcessor});
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
std::optional<std::uint64_t> SoundStream::onLoop()
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user