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Added support for retrieving a list of audio playback devices, getting the default audio playback device and changing the audio playback device during runtime.
This commit is contained in:
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@ -1089,14 +1089,25 @@ int main()
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// Create the description text
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sf::Text description(font, "Current effect: " + effects[current]->getName(), 20);
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description.setPosition({10.f, 530.f});
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description.setPosition({10.f, 522.f});
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description.setFillColor(sf::Color(80, 80, 80));
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// Create the instructions text
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sf::Text instructions(font, "Press left and right arrows to change the current effect", 20);
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instructions.setPosition({280.f, 555.f});
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instructions.setPosition({280.f, 544.f});
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instructions.setFillColor(sf::Color(80, 80, 80));
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// Create the playback device text
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auto playbackDeviceName = sf::PlaybackDevice::getDevice();
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sf::Text playbackDevice(font, "Current playback device: " + playbackDeviceName.value_or("None"), 20);
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playbackDevice.setPosition({10.f, 566.f});
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playbackDevice.setFillColor(sf::Color(80, 80, 80));
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// Create the playback device instructions text
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sf::Text playbackDeviceInstructions(font, "Press F1 to change device", 20);
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playbackDeviceInstructions.setPosition({565.f, 566.f});
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playbackDeviceInstructions.setFillColor(sf::Color(80, 80, 80));
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// Start the game loop
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const sf::Clock clock;
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while (window.isOpen())
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@ -1139,6 +1150,37 @@ int main()
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description.setString("Current effect: " + effects[current]->getName());
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break;
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// F1 key: change playback device
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case sf::Keyboard::Key::F1:
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{
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// We need to query the list every time we want to change
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// since new devices could have been added in the mean time
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const auto devices = sf::PlaybackDevice::getAvailableDevices();
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const auto currentDevice = sf::PlaybackDevice::getDevice();
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auto next = currentDevice;
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for (auto iter = devices.begin(); iter != devices.end(); ++iter)
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{
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if (*iter == currentDevice)
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{
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const auto nextIter = std::next(iter);
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next = (nextIter == devices.end()) ? devices.front() : *nextIter;
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break;
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}
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}
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if (next)
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{
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if (!sf::PlaybackDevice::setDevice(*next))
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std::cerr << "Failed to set the playback device to: " << *next << std::endl;
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playbackDeviceName = sf::PlaybackDevice::getDevice();
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playbackDevice.setString("Current playback device: " + playbackDeviceName.value_or("None"));
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}
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break;
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}
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default:
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effects[current]->handleKey(keyPressed->code);
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break;
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@ -1160,6 +1202,8 @@ int main()
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window.draw(textBackground);
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window.draw(instructions);
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window.draw(description);
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window.draw(playbackDevice);
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window.draw(playbackDeviceInstructions);
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// Finally, display the rendered frame on screen
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window.display();
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@ -32,6 +32,7 @@
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#include <SFML/Audio/Listener.hpp>
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#include <SFML/Audio/Music.hpp>
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#include <SFML/Audio/OutputSoundFile.hpp>
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#include <SFML/Audio/PlaybackDevice.hpp>
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#include <SFML/Audio/Sound.hpp>
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#include <SFML/Audio/SoundBuffer.hpp>
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#include <SFML/Audio/SoundBufferRecorder.hpp>
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110
include/SFML/Audio/PlaybackDevice.hpp
Normal file
110
include/SFML/Audio/PlaybackDevice.hpp
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@ -0,0 +1,110 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#pragma once
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio/Export.hpp>
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#include <optional>
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#include <string>
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#include <vector>
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namespace sf::PlaybackDevice
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{
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////////////////////////////////////////////////////////////
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/// \brief Get a list of the names of all available audio playback devices
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///
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/// This function returns a vector of strings containing
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/// the names of all available audio playback devices.
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///
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/// If the operating system reports multiple devices with
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/// the same name, a number will be appended to the name
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/// of all subsequent devices to distinguish them from each
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/// other. This guarantees that every entry returned by this
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/// function will represent a unique device.
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///
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/// For example, if the operating system reports multiple
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/// devices with the name "Sound Card", the entries returned
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/// would be:
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/// - Sound Card
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/// - Sound Card 2
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/// - Sound Card 3
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/// - ...
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///
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/// The default device, if one is marked as such, will be
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/// placed at the beginning of the vector.
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///
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/// If no devices are available, this function will return
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/// an empty vector.
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///
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/// \return A vector of strings containing the device names or an empty vector if no devices are available
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] SFML_AUDIO_API std::vector<std::string> getAvailableDevices();
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////////////////////////////////////////////////////////////
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/// \brief Get the name of the default audio playback device
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///
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/// This function returns the name of the default audio
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/// playback device. If none is available, an empty string
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/// is returned.
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///
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/// \return The name of the default audio playback device
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] SFML_AUDIO_API std::optional<std::string> getDefaultDevice();
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////////////////////////////////////////////////////////////
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/// \brief Set the audio playback device
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///
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/// This function sets the audio playback device to the device
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/// with the given \a name. It can be called on the fly (i.e:
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/// while sounds are playing).
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///
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/// If there are sounds playing when the audio playback
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/// device is switched, the sounds will continue playing
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/// uninterrupted on the new audio playback device.
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///
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/// \param name The name of the audio playback device
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///
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/// \return True, if it was able to set the requested device
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///
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/// \see getAvailableDevices, getDefaultDevice
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] SFML_AUDIO_API bool setDevice(const std::string& name);
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////////////////////////////////////////////////////////////
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/// \brief Get the name of the current audio playback device
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///
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/// \return The name of the current audio playback device or std::nullopt if there is none
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] SFML_AUDIO_API std::optional<std::string> getDevice();
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} // namespace sf::PlaybackDevice
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@ -26,16 +26,36 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio/AudioDevice.hpp>
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#include <SFML/Audio/PlaybackDevice.hpp>
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#include <SFML/System/Err.hpp>
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#include <algorithm>
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#include <array>
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#include <ostream>
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#include <unordered_map>
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#include <cassert>
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namespace sf::priv
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{
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namespace
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{
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// Instead of a variable in an anonymous namespace,
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// we use a function that returns a reference to a static
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// variable to delay initialization of the variable as long
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// as possible, i.e. until it is requested by someone.
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// This also avoids static initialization order races in the
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// event some other static object gets/sets the current device.
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std::optional<std::string>& getCurrentDevice()
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{
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static std::optional<std::string> currentDevice;
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return currentDevice;
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}
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} // namespace
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////////////////////////////////////////////////////////////
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AudioDevice::AudioDevice()
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{
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@ -115,72 +135,8 @@ AudioDevice::AudioDevice()
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if (m_context->backend == ma_backend_null)
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err() << "Using NULL audio backend for playback" << std::endl;
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// Create the playback device
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m_playbackDevice.emplace();
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auto playbackDeviceConfig = ma_device_config_init(ma_device_type_playback);
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playbackDeviceConfig.dataCallback = [](ma_device* device, void* output, const void*, ma_uint32 frameCount)
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{
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auto& audioDevice = *static_cast<AudioDevice*>(device->pUserData);
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if (audioDevice.m_engine)
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{
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if (const auto result = ma_engine_read_pcm_frames(&*audioDevice.m_engine, output, frameCount, nullptr);
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result != MA_SUCCESS)
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err() << "Failed to read PCM frames from audio engine: " << ma_result_description(result) << std::endl;
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}
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};
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playbackDeviceConfig.pUserData = this;
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playbackDeviceConfig.playback.format = ma_format_f32;
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if (const auto result = ma_device_init(&*m_context, &playbackDeviceConfig, &*m_playbackDevice); result != MA_SUCCESS)
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{
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m_playbackDevice.reset();
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err() << "Failed to initialize the audio playback device: " << ma_result_description(result) << std::endl;
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return;
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}
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// Create the engine
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auto engineConfig = ma_engine_config_init();
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engineConfig.pContext = &*m_context;
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engineConfig.pDevice = &*m_playbackDevice;
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engineConfig.listenerCount = 1;
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m_engine.emplace();
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if (const auto result = ma_engine_init(&engineConfig, &*m_engine); result != MA_SUCCESS)
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{
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m_engine.reset();
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err() << "Failed to initialize the audio engine: " << ma_result_description(result) << std::endl;
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return;
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}
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// Set master volume, position, velocity, cone and world up vector
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if (const auto result = ma_device_set_master_volume(ma_engine_get_device(&*m_engine),
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getListenerProperties().volume * 0.01f);
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result != MA_SUCCESS)
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err() << "Failed to set audio device master volume: " << ma_result_description(result) << std::endl;
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ma_engine_listener_set_position(&*m_engine,
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0,
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getListenerProperties().position.x,
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getListenerProperties().position.y,
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getListenerProperties().position.z);
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ma_engine_listener_set_velocity(&*m_engine,
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0,
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getListenerProperties().velocity.x,
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getListenerProperties().velocity.y,
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getListenerProperties().velocity.z);
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ma_engine_listener_set_cone(&*m_engine,
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0,
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getListenerProperties().cone.innerAngle.asRadians(),
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getListenerProperties().cone.outerAngle.asRadians(),
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getListenerProperties().cone.outerGain);
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ma_engine_listener_set_world_up(&*m_engine,
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0,
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getListenerProperties().upVector.x,
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getListenerProperties().upVector.y,
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getListenerProperties().upVector.z);
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if (!initialize())
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err() << "Failed to initialize audio device or engine" << std::endl;
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}
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@ -221,6 +177,143 @@ ma_engine* AudioDevice::getEngine()
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}
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////////////////////////////////////////////////////////////
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bool AudioDevice::reinitialize()
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{
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auto* instance = getInstance();
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// We don't have to do anything if an instance doesn't exist yet
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if (!instance)
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return true;
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const std::lock_guard lock(instance->m_resourcesMutex);
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// Deinitialize all audio resources
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for (const auto& entry : instance->m_resources)
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entry.deinitializeFunc(entry.resource);
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// Destroy the old engine
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if (instance->m_engine)
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ma_engine_uninit(&*instance->m_engine);
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// Destroy the old playback device
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if (instance->m_playbackDevice)
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ma_device_uninit(&*instance->m_playbackDevice);
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// Create the new objects
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const auto result = instance->initialize();
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// Reinitialize all audio resources
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for (const auto& entry : instance->m_resources)
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entry.reinitializeFunc(entry.resource);
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return result;
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}
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////////////////////////////////////////////////////////////
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std::vector<AudioDevice::DeviceEntry> AudioDevice::getAvailableDevices()
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{
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const auto getDevices = [](auto& context)
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{
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ma_device_info* deviceInfos{};
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ma_uint32 deviceCount{};
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// Get the playback devices
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if (const auto result = ma_context_get_devices(&context, &deviceInfos, &deviceCount, nullptr, nullptr);
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result != MA_SUCCESS)
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{
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err() << "Failed to get audio playback devices: " << ma_result_description(result) << std::endl;
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return std::vector<DeviceEntry>{};
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}
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std::vector<DeviceEntry> deviceList;
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deviceList.reserve(deviceCount);
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// In order to report devices with identical names and still allow
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// the user to differentiate between them when selecting, we append
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// an index (number) to their name starting from the second entry
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std::unordered_map<std::string, int> deviceIndices;
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deviceIndices.reserve(deviceCount);
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for (auto i = 0u; i < deviceCount; ++i)
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{
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auto name = std::string(deviceInfos[i].name);
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auto& index = deviceIndices[name];
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++index;
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if (index > 1)
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name += ' ' + std::to_string(index);
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// Make sure the default device is always placed at the front
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deviceList.emplace(deviceInfos[i].isDefault ? deviceList.begin() : deviceList.end(),
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DeviceEntry{name, deviceInfos[i].id, deviceInfos[i].isDefault == MA_TRUE});
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}
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return deviceList;
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};
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// Use an existing instance's context if one exists
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auto* instance = getInstance();
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if (instance && instance->m_context)
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return getDevices(*instance->m_context);
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// Otherwise, construct a temporary context
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ma_context context{};
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if (const auto result = ma_context_init(nullptr, 0, nullptr, &context); result != MA_SUCCESS)
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{
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err() << "Failed to initialize the audio playback context: " << ma_result_description(result) << std::endl;
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return {};
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}
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auto deviceList = getDevices(context);
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ma_context_uninit(&context);
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return deviceList;
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}
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////////////////////////////////////////////////////////////
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bool AudioDevice::setDevice(const std::string& name)
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{
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getCurrentDevice() = name;
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return reinitialize();
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}
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////////////////////////////////////////////////////////////
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std::optional<std::string> AudioDevice::getDevice()
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{
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return getCurrentDevice();
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}
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////////////////////////////////////////////////////////////
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AudioDevice::ResourceEntryIter AudioDevice::registerResource(void* resource,
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ResourceEntry::Func deinitializeFunc,
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ResourceEntry::Func reinitializeFunc)
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{
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// There should always be an AudioDevice instance when registerResource is called
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auto* instance = getInstance();
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assert(instance && "AudioDevice instance should exist when calling AudioDevice::registerResource");
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const std::lock_guard lock(instance->m_resourcesMutex);
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return instance->m_resources.insert(instance->m_resources.end(), {resource, deinitializeFunc, reinitializeFunc});
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}
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////////////////////////////////////////////////////////////
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void AudioDevice::unregisterResource(AudioDevice::ResourceEntryIter resourceEntry)
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{
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// There should always be an AudioDevice instance when unregisterResource is called
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auto* instance = getInstance();
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assert(instance && "AudioDevice instance should exist when calling AudioDevice::unregisterResource");
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const std::lock_guard lock(instance->m_resourcesMutex);
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instance->m_resources.erase(resourceEntry);
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}
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////////////////////////////////////////////////////////////
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void AudioDevice::setGlobalVolume(float volume)
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{
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@ -359,6 +452,126 @@ Vector3f AudioDevice::getUpVector()
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}
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////////////////////////////////////////////////////////////
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std::optional<ma_device_id> AudioDevice::getSelectedDeviceId() const
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{
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const auto devices = getAvailableDevices();
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auto deviceName = getDevice();
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// If no device has been selected by the user yet, use the default device
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if (!deviceName)
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deviceName = PlaybackDevice::getDefaultDevice();
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auto iter = std::find_if(devices.begin(),
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devices.end(),
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[&](const auto& device) { return device.name == deviceName; });
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if (iter != devices.end())
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return iter->id;
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return std::nullopt;
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}
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////////////////////////////////////////////////////////////
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bool AudioDevice::initialize()
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{
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const auto deviceId = getSelectedDeviceId();
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// Create the playback device
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m_playbackDevice.emplace();
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auto playbackDeviceConfig = ma_device_config_init(ma_device_type_playback);
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playbackDeviceConfig.dataCallback = [](ma_device* device, void* output, const void*, ma_uint32 frameCount)
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{
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auto& audioDevice = *static_cast<AudioDevice*>(device->pUserData);
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if (audioDevice.m_engine)
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{
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if (const auto result = ma_engine_read_pcm_frames(&*audioDevice.m_engine, output, frameCount, nullptr);
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result != MA_SUCCESS)
|
||||
err() << "Failed to read PCM frames from audio engine: " << ma_result_description(result) << std::endl;
|
||||
}
|
||||
};
|
||||
playbackDeviceConfig.pUserData = this;
|
||||
playbackDeviceConfig.playback.format = ma_format_f32;
|
||||
playbackDeviceConfig.playback.pDeviceID = deviceId ? &*deviceId : nullptr;
|
||||
|
||||
if (const auto result = ma_device_init(&*m_context, &playbackDeviceConfig, &*m_playbackDevice); result != MA_SUCCESS)
|
||||
{
|
||||
m_playbackDevice.reset();
|
||||
getCurrentDevice() = std::nullopt;
|
||||
err() << "Failed to initialize the audio playback device: " << ma_result_description(result) << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the current device string from the the device we just initialized
|
||||
{
|
||||
std::array<char, MA_MAX_DEVICE_NAME_LENGTH + 1> deviceName{};
|
||||
size_t deviceNameLength{};
|
||||
|
||||
if (const auto result = ma_device_get_name(&*m_playbackDevice,
|
||||
ma_device_type_playback,
|
||||
deviceName.data(),
|
||||
deviceName.size(),
|
||||
&deviceNameLength);
|
||||
result != MA_SUCCESS)
|
||||
{
|
||||
err() << "Failed to get name of audio playback device: " << ma_result_description(result) << std::endl;
|
||||
getCurrentDevice() = std::nullopt;
|
||||
}
|
||||
else
|
||||
{
|
||||
getCurrentDevice() = std::string(deviceName.data(), deviceNameLength);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the engine
|
||||
auto engineConfig = ma_engine_config_init();
|
||||
engineConfig.pContext = &*m_context;
|
||||
engineConfig.pDevice = &*m_playbackDevice;
|
||||
engineConfig.listenerCount = 1;
|
||||
|
||||
m_engine.emplace();
|
||||
|
||||
if (const auto result = ma_engine_init(&engineConfig, &*m_engine); result != MA_SUCCESS)
|
||||
{
|
||||
m_engine.reset();
|
||||
err() << "Failed to initialize the audio engine: " << ma_result_description(result) << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set master volume, position, velocity, cone and world up vector
|
||||
if (const auto result = ma_device_set_master_volume(ma_engine_get_device(&*m_engine),
|
||||
getListenerProperties().volume * 0.01f);
|
||||
result != MA_SUCCESS)
|
||||
err() << "Failed to set audio device master volume: " << ma_result_description(result) << std::endl;
|
||||
|
||||
ma_engine_listener_set_position(&*m_engine,
|
||||
0,
|
||||
getListenerProperties().position.x,
|
||||
getListenerProperties().position.y,
|
||||
getListenerProperties().position.z);
|
||||
ma_engine_listener_set_velocity(&*m_engine,
|
||||
0,
|
||||
getListenerProperties().velocity.x,
|
||||
getListenerProperties().velocity.y,
|
||||
getListenerProperties().velocity.z);
|
||||
ma_engine_listener_set_cone(&*m_engine,
|
||||
0,
|
||||
getListenerProperties().cone.innerAngle.asRadians(),
|
||||
getListenerProperties().cone.outerAngle.asRadians(),
|
||||
getListenerProperties().cone.outerGain);
|
||||
ma_engine_listener_set_world_up(&*m_engine,
|
||||
0,
|
||||
getListenerProperties().upVector.x,
|
||||
getListenerProperties().upVector.y,
|
||||
getListenerProperties().upVector.z);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
AudioDevice*& AudioDevice::getInstance()
|
||||
{
|
||||
|
@ -33,7 +33,11 @@
|
||||
|
||||
#include <miniaudio.h>
|
||||
|
||||
#include <list>
|
||||
#include <mutex>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
||||
namespace sf::priv
|
||||
@ -71,6 +75,110 @@ public:
|
||||
////////////////////////////////////////////////////////////
|
||||
static ma_engine* getEngine();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Reinitialize the audio engine and device
|
||||
///
|
||||
/// Calling this function will reinitialize the audio engine
|
||||
/// and device using the currently selected device name as
|
||||
/// returned by sf::PlaybackDevice::getDevice.
|
||||
///
|
||||
/// \return True if reinitialization was successful, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
[[nodiscard]] static bool reinitialize();
|
||||
|
||||
struct DeviceEntry
|
||||
{
|
||||
std::string name;
|
||||
ma_device_id id{};
|
||||
bool isDefault{};
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get a list of all available audio playback devices
|
||||
///
|
||||
/// This function returns a vector of device entries,
|
||||
/// containing the names and IDs of all available audio
|
||||
/// playback devices. Additionally, if applicable, one entry
|
||||
/// will be marked as the default device as reported by the
|
||||
/// operating system.
|
||||
///
|
||||
/// \return A vector of device entries containing the names and IDs of all available audio playback devices
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static std::vector<DeviceEntry> getAvailableDevices();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the audio playback device
|
||||
///
|
||||
/// This function sets the audio playback device to the device
|
||||
/// with the given \a name. It can be called on the fly (i.e:
|
||||
/// while sounds are playing).
|
||||
///
|
||||
/// If there are sounds playing when the audio playback
|
||||
/// device is switched, the sounds will continue playing
|
||||
/// uninterrupted on the new audio playback device.
|
||||
///
|
||||
/// \param name The name of the audio playback device
|
||||
///
|
||||
/// \return True, if it was able to set the requested device
|
||||
///
|
||||
/// \see getAvailableDevices, getDefaultDevice
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
[[nodiscard]] static bool setDevice(const std::string& name);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the name of the current audio playback device
|
||||
///
|
||||
/// \return The name of the current audio playback device or `std::nullopt` if there is none
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
[[nodiscard]] static std::optional<std::string> getDevice();
|
||||
|
||||
struct ResourceEntry
|
||||
{
|
||||
using Func = void (*)(void*);
|
||||
void* resource{};
|
||||
Func deinitializeFunc{};
|
||||
Func reinitializeFunc{};
|
||||
};
|
||||
|
||||
using ResourceEntryList = std::list<ResourceEntry>;
|
||||
using ResourceEntryIter = ResourceEntryList::const_iterator;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Register an audio resource
|
||||
///
|
||||
/// In order to support switching audio devices during
|
||||
/// runtime, all audio resources will have to be
|
||||
/// deinitialized using the old engine and device and then
|
||||
/// reinitialized using the new engine and device. In order
|
||||
/// for the AudioDevice to know which resources have to be
|
||||
/// notified, they need to register themselves with the
|
||||
/// AudioDevice using this function
|
||||
///
|
||||
/// \param resource A pointer uniquely identifying the object
|
||||
/// \param deinitializeFunc The function to call to deinitialize the object
|
||||
/// \param reinitializeFunc The function to call to reinitialize the object
|
||||
///
|
||||
/// \see unregisterResource
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
[[nodiscard]] static ResourceEntryIter registerResource(void* resource,
|
||||
ResourceEntry::Func deinitializeFunc,
|
||||
ResourceEntry::Func reinitializeFunc);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Unregister an audio resource
|
||||
///
|
||||
/// \param resourceEntry The iterator returned when registering the resource
|
||||
///
|
||||
/// \see registerResource
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static void unregisterResource(ResourceEntryIter resourceEntry);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the global volume of all the sounds and musics
|
||||
///
|
||||
@ -217,6 +325,22 @@ public:
|
||||
static Vector3f getUpVector();
|
||||
|
||||
private:
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the device ID of the currently selected device
|
||||
///
|
||||
/// \return The device ID of the currently selected device or `std::nullopt` if none could be found
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
std::optional<ma_device_id> getSelectedDeviceId() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Initialize the audio device and engine
|
||||
///
|
||||
/// \return True if initialization was successful, false if it failed
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
[[nodiscard]] bool initialize();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief This function makes sure the instance pointer is initialized before using it
|
||||
///
|
||||
@ -250,6 +374,8 @@ private:
|
||||
std::optional<ma_context> m_context; //!< The miniaudio context
|
||||
std::optional<ma_device> m_playbackDevice; //!< The miniaudio playback device
|
||||
std::optional<ma_engine> m_engine; //!< The miniaudio engine (used for effects and spatialisation)
|
||||
ResourceEntryList m_resources; //!< Registered resources
|
||||
std::mutex m_resourcesMutex; //!< The mutex guarding the registered resources
|
||||
};
|
||||
|
||||
} // namespace sf::priv
|
||||
|
@ -15,6 +15,8 @@ set(SRC
|
||||
${SRCROOT}/MiniaudioUtils.cpp
|
||||
${SRCROOT}/Music.cpp
|
||||
${INCROOT}/Music.hpp
|
||||
${SRCROOT}/PlaybackDevice.cpp
|
||||
${INCROOT}/PlaybackDevice.hpp
|
||||
${SRCROOT}/Sound.cpp
|
||||
${INCROOT}/Sound.hpp
|
||||
${SRCROOT}/SoundBuffer.cpp
|
||||
|
@ -25,59 +25,33 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/AudioDevice.hpp>
|
||||
#include <SFML/Audio/MiniaudioUtils.hpp>
|
||||
#include <SFML/Audio/SoundChannel.hpp>
|
||||
|
||||
#include <SFML/System/Angle.hpp>
|
||||
#include <SFML/System/Err.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
|
||||
#include <miniaudio.h>
|
||||
|
||||
#include <functional>
|
||||
#include <limits>
|
||||
#include <ostream>
|
||||
|
||||
#include <cassert>
|
||||
#include <cstring>
|
||||
|
||||
|
||||
namespace sf::priv
|
||||
{
|
||||
namespace
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
struct SavedSettings
|
||||
{
|
||||
float pitch{1.f};
|
||||
float pan{0.f};
|
||||
float volume{1.f};
|
||||
ma_bool32 spatializationEnabled{MA_TRUE};
|
||||
ma_vec3f position{0.f, 0.f, 0.f};
|
||||
ma_vec3f direction{0.f, 0.f, -1.f};
|
||||
float directionalAttenuationFactor{1.f};
|
||||
ma_vec3f velocity{0.f, 0.f, 0.f};
|
||||
float dopplerFactor{1.f};
|
||||
ma_positioning positioning{ma_positioning_absolute};
|
||||
float minDistance{1.f};
|
||||
float maxDistance{std::numeric_limits<float>::max()};
|
||||
float minGain{0.f};
|
||||
float maxGain{1.f};
|
||||
float rollOff{1.f};
|
||||
float innerAngle{degrees(360.f).asRadians()};
|
||||
float outerAngle{degrees(360.f).asRadians()};
|
||||
float outerGain{0.f};
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
SavedSettings saveSettings(const ma_sound& sound)
|
||||
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 SavedSettings{ma_sound_get_pitch(&sound),
|
||||
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),
|
||||
@ -92,6 +66,8 @@ SavedSettings saveSettings(const ma_sound& 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};
|
||||
@ -99,7 +75,7 @@ SavedSettings saveSettings(const ma_sound& sound)
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void applySettings(ma_sound& sound, const SavedSettings& savedSettings)
|
||||
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);
|
||||
@ -116,22 +92,188 @@ void applySettings(ma_sound& sound, const SavedSettings& savedSettings)
|
||||
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 = priv::AudioDevice::registerResource(
|
||||
this,
|
||||
[](void* ptr) { static_cast<SoundBase*>(ptr)->deinitialize(); },
|
||||
reinitializeFunc);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void initializeDataSource(ma_data_source_base& dataSourceBase, const ma_data_source_vtable& vtable)
|
||||
MiniaudioUtils::SoundBase::~SoundBase()
|
||||
{
|
||||
// Set this object up as a miniaudio data source
|
||||
ma_data_source_config config = ma_data_source_config_init();
|
||||
config.vtable = &vtable;
|
||||
|
||||
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;
|
||||
priv::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 = priv::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, 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});
|
||||
|
||||
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,
|
||||
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 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;
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -266,30 +408,4 @@ ma_uint64 MiniaudioUtils::getFrameIndex(ma_sound& sound, Time timeOffset)
|
||||
return frameIndex;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void MiniaudioUtils::reinitializeSound(ma_sound& sound, const std::function<void()>& initializeFn)
|
||||
{
|
||||
const SavedSettings savedSettings = saveSettings(sound);
|
||||
ma_sound_uninit(&sound);
|
||||
|
||||
initializeFn();
|
||||
|
||||
applySettings(sound, savedSettings);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void MiniaudioUtils::initializeSound(const ma_data_source_vtable& vtable,
|
||||
ma_data_source_base& dataSourceBase,
|
||||
ma_sound& sound,
|
||||
const std::function<void()>& initializeFn)
|
||||
{
|
||||
initializeDataSource(dataSourceBase, vtable);
|
||||
|
||||
// Initialize sound structure and set default settings
|
||||
initializeFn();
|
||||
applySettings(sound, SavedSettings{});
|
||||
}
|
||||
|
||||
} // namespace sf::priv
|
||||
|
@ -27,11 +27,15 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/AudioDevice.hpp>
|
||||
#include <SFML/Audio/SoundChannel.hpp>
|
||||
#include <SFML/Audio/SoundSource.hpp>
|
||||
|
||||
#include <SFML/System/Angle.hpp>
|
||||
|
||||
#include <miniaudio.h>
|
||||
|
||||
#include <functional>
|
||||
#include <limits>
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
@ -44,15 +48,64 @@ class Time;
|
||||
|
||||
namespace priv::MiniaudioUtils
|
||||
{
|
||||
struct SavedSettings
|
||||
{
|
||||
float pitch{1.f};
|
||||
float pan{0.f};
|
||||
float volume{1.f};
|
||||
ma_bool32 spatializationEnabled{MA_TRUE};
|
||||
ma_vec3f position{0.f, 0.f, 0.f};
|
||||
ma_vec3f direction{0.f, 0.f, -1.f};
|
||||
float directionalAttenuationFactor{1.f};
|
||||
ma_vec3f velocity{0.f, 0.f, 0.f};
|
||||
float dopplerFactor{1.f};
|
||||
ma_positioning positioning{ma_positioning_absolute};
|
||||
float minDistance{1.f};
|
||||
float maxDistance{std::numeric_limits<float>::max()};
|
||||
float minGain{0.f};
|
||||
float maxGain{1.f};
|
||||
float rollOff{1.f};
|
||||
ma_bool32 playing{MA_FALSE};
|
||||
ma_bool32 looping{MA_FALSE};
|
||||
float innerAngle{degrees(360.f).asRadians()};
|
||||
float outerAngle{degrees(360.f).asRadians()};
|
||||
float outerGain{0.f};
|
||||
};
|
||||
|
||||
struct SoundBase
|
||||
{
|
||||
SoundBase(const ma_data_source_vtable& dataSourceVTable, AudioDevice::ResourceEntry::Func reinitializeFunc);
|
||||
~SoundBase();
|
||||
void initialize(ma_sound_end_proc endCallback);
|
||||
void deinitialize();
|
||||
void processEffect(const float** framesIn, ma_uint32& frameCountIn, float** framesOut, ma_uint32& frameCountOut) const;
|
||||
void connectEffect(bool connect);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
struct EffectNode
|
||||
{
|
||||
ma_node_base base{};
|
||||
SoundBase* 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
|
||||
SoundSource::Status status{SoundSource::Status::Stopped}; //!< The status
|
||||
SoundSource::EffectProcessor effectProcessor; //!< The effect processor
|
||||
priv::AudioDevice::ResourceEntryIter resourceEntryIter; //!< Iterator to the resource entry registered with the AudioDevice
|
||||
priv::MiniaudioUtils::SavedSettings savedSettings; //!< Saved settings used to restore ma_sound state in case we need to recreate it
|
||||
};
|
||||
|
||||
[[nodiscard]] ma_channel soundChannelToMiniaudioChannel(SoundChannel soundChannel);
|
||||
[[nodiscard]] SoundChannel miniaudioChannelToSoundChannel(ma_channel soundChannel);
|
||||
[[nodiscard]] Time getPlayingOffset(ma_sound& sound);
|
||||
[[nodiscard]] ma_uint64 getFrameIndex(ma_sound& sound, Time timeOffset);
|
||||
|
||||
void reinitializeSound(ma_sound& sound, const std::function<void()>& initializeFn);
|
||||
void initializeSound(const ma_data_source_vtable& vtable,
|
||||
ma_data_source_base& dataSourceBase,
|
||||
ma_sound& sound,
|
||||
const std::function<void()>& initializeFn);
|
||||
} // namespace priv::MiniaudioUtils
|
||||
} // namespace sf
|
||||
|
83
src/SFML/Audio/PlaybackDevice.cpp
Normal file
83
src/SFML/Audio/PlaybackDevice.cpp
Normal file
@ -0,0 +1,83 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2024 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/PlaybackDevice.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
|
||||
namespace sf::PlaybackDevice
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
std::vector<std::string> getAvailableDevices()
|
||||
{
|
||||
const auto devices = priv::AudioDevice::getAvailableDevices();
|
||||
|
||||
std::vector<std::string> deviceNameList;
|
||||
deviceNameList.reserve(devices.size());
|
||||
|
||||
for (const auto& device : devices)
|
||||
deviceNameList.emplace_back(device.name);
|
||||
|
||||
return deviceNameList;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
std::optional<std::string> getDefaultDevice()
|
||||
{
|
||||
for (const auto& device : priv::AudioDevice::getAvailableDevices())
|
||||
{
|
||||
if (device.isDefault)
|
||||
return device.name;
|
||||
}
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
bool setDevice(const std::string& name)
|
||||
{
|
||||
// Perform a sanity check to make sure the user isn't passing us a non-existant device name
|
||||
const auto devices = priv::AudioDevice::getAvailableDevices();
|
||||
if (auto iter = std::find_if(devices.begin(), devices.end(), [&](const auto& device) { return device.name == name; });
|
||||
iter == devices.end())
|
||||
return false;
|
||||
|
||||
return priv::AudioDevice::setDevice(name);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
std::optional<std::string> getDevice()
|
||||
{
|
||||
return priv::AudioDevice::getDevice();
|
||||
}
|
||||
|
||||
} // namespace sf::PlaybackDevice
|
@ -25,7 +25,6 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/AudioDevice.hpp>
|
||||
#include <SFML/Audio/MiniaudioUtils.hpp>
|
||||
#include <SFML/Audio/Sound.hpp>
|
||||
#include <SFML/Audio/SoundBuffer.hpp>
|
||||
@ -44,80 +43,17 @@
|
||||
|
||||
namespace sf
|
||||
{
|
||||
struct Sound::Impl
|
||||
struct Sound::Impl : priv::MiniaudioUtils::SoundBase
|
||||
{
|
||||
Impl()
|
||||
Impl() : SoundBase(vtable, [](void* ptr) { static_cast<Impl*>(ptr)->initialize(); })
|
||||
{
|
||||
static constexpr ma_data_source_vtable vtable{read, seek, getFormat, getCursor, getLength, setLooping, 0};
|
||||
priv::MiniaudioUtils::initializeSound(vtable, dataSourceBase, sound, [this] { initialize(); });
|
||||
}
|
||||
|
||||
~Impl()
|
||||
{
|
||||
ma_sound_uninit(&sound);
|
||||
ma_node_uninit(&effectNode, nullptr);
|
||||
ma_data_source_uninit(&dataSourceBase);
|
||||
// Initialize sound structure and set default settings
|
||||
initialize();
|
||||
}
|
||||
|
||||
void initialize()
|
||||
{
|
||||
// Initialize the sound
|
||||
auto* engine = priv::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 = [](void* userData, ma_sound* soundPtr)
|
||||
{
|
||||
auto& impl = *static_cast<Impl*>(userData);
|
||||
impl.status = Status::Stopped;
|
||||
|
||||
// Seek back to the start of the sound when it finishes playing
|
||||
if (const ma_result result = ma_sound_seek_to_pcm_frame(soundPtr, 0); result != MA_SUCCESS)
|
||||
err() << "Failed to seek sound to frame 0: " << ma_result_description(result) << std::endl;
|
||||
};
|
||||
|
||||
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, 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});
|
||||
SoundBase::initialize(onEnd);
|
||||
|
||||
// Because we are providing a custom data source, we have to provide the channel map ourselves
|
||||
if (buffer && !buffer->getChannelMap().empty())
|
||||
@ -137,82 +73,14 @@ struct Sound::Impl
|
||||
}
|
||||
}
|
||||
|
||||
void reinitialize()
|
||||
static void onEnd(void* userData, ma_sound* soundPtr)
|
||||
{
|
||||
priv::MiniaudioUtils::reinitializeSound(sound,
|
||||
[this]
|
||||
{
|
||||
ma_node_uninit(&effectNode, nullptr);
|
||||
initialize();
|
||||
});
|
||||
}
|
||||
auto& impl = *static_cast<Impl*>(userData);
|
||||
impl.status = Status::Stopped;
|
||||
|
||||
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;
|
||||
}
|
||||
// Seek back to the start of the sound when it finishes playing
|
||||
if (const ma_result result = ma_sound_seek_to_pcm_frame(soundPtr, 0); result != MA_SUCCESS)
|
||||
err() << "Failed to seek sound to frame 0: " << ma_result_description(result) << std::endl;
|
||||
}
|
||||
|
||||
static ma_result read(ma_data_source* dataSource, void* framesOut, ma_uint64 frameCount, ma_uint64* framesRead)
|
||||
@ -310,23 +178,10 @@ 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
|
||||
static constexpr ma_data_source_vtable vtable{read, seek, getFormat, getCursor, getLength, setLooping, 0};
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
@ -422,7 +277,8 @@ void Sound::setBuffer(const SoundBuffer& buffer)
|
||||
m_impl->buffer = &buffer;
|
||||
m_impl->buffer->attachSound(this);
|
||||
|
||||
m_impl->reinitialize();
|
||||
m_impl->deinitialize();
|
||||
m_impl->initialize();
|
||||
}
|
||||
|
||||
|
||||
|
@ -25,7 +25,6 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/AudioDevice.hpp>
|
||||
#include <SFML/Audio/MiniaudioUtils.hpp>
|
||||
#include <SFML/Audio/SoundStream.hpp>
|
||||
|
||||
@ -44,81 +43,19 @@
|
||||
|
||||
namespace sf
|
||||
{
|
||||
struct SoundStream::Impl
|
||||
struct SoundStream::Impl : priv::MiniaudioUtils::SoundBase
|
||||
{
|
||||
Impl(SoundStream* ownerPtr) : owner(ownerPtr)
|
||||
Impl(SoundStream* ownerPtr) :
|
||||
SoundBase(vtable, [](void* ptr) { static_cast<Impl*>(ptr)->initialize(); }),
|
||||
owner(ownerPtr)
|
||||
{
|
||||
static constexpr ma_data_source_vtable vtable{read, seek, getFormat, getCursor, getLength, setLooping, /* flags */ 0};
|
||||
priv::MiniaudioUtils::initializeSound(vtable, dataSourceBase, sound, [this] { initialize(); });
|
||||
}
|
||||
|
||||
~Impl()
|
||||
{
|
||||
ma_sound_uninit(&sound);
|
||||
ma_node_uninit(&effectNode, nullptr);
|
||||
ma_data_source_uninit(&dataSourceBase);
|
||||
// Initialize sound structure and set default settings
|
||||
initialize();
|
||||
}
|
||||
|
||||
void initialize()
|
||||
{
|
||||
// Initialize the sound
|
||||
auto* engine = priv::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 = [](void* userData, ma_sound* soundPtr)
|
||||
{
|
||||
// Seek back to the start of the sound when it finishes playing
|
||||
auto& impl = *static_cast<Impl*>(userData);
|
||||
impl.streaming = true;
|
||||
impl.status = Status::Stopped;
|
||||
|
||||
if (const ma_result result = ma_sound_seek_to_pcm_frame(soundPtr, 0); result != MA_SUCCESS)
|
||||
err() << "Failed to seek sound to frame 0: " << ma_result_description(result) << std::endl;
|
||||
};
|
||||
|
||||
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, 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});
|
||||
SoundBase::initialize(onEnd);
|
||||
|
||||
// Because we are providing a custom data source, we have to provide the channel map ourselves
|
||||
if (!channelMap.empty())
|
||||
@ -138,81 +75,15 @@ struct SoundStream::Impl
|
||||
}
|
||||
}
|
||||
|
||||
void reinitialize()
|
||||
static void onEnd(void* userData, ma_sound* soundPtr)
|
||||
{
|
||||
priv::MiniaudioUtils::reinitializeSound(sound,
|
||||
[this]
|
||||
{
|
||||
ma_node_uninit(&effectNode, nullptr);
|
||||
initialize();
|
||||
});
|
||||
}
|
||||
// Seek back to the start of the sound when it finishes playing
|
||||
auto& impl = *static_cast<Impl*>(userData);
|
||||
impl.streaming = true;
|
||||
impl.status = Status::Stopped;
|
||||
|
||||
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;
|
||||
}
|
||||
if (const ma_result result = ma_sound_seek_to_pcm_frame(soundPtr, 0); result != MA_SUCCESS)
|
||||
err() << "Failed to seek sound to frame 0: " << ma_result_description(result) << std::endl;
|
||||
}
|
||||
|
||||
static ma_result read(ma_data_source* dataSource, void* framesOut, ma_uint64 frameCount, ma_uint64* framesRead)
|
||||
@ -339,19 +210,8 @@ 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)
|
||||
static constexpr ma_data_source_vtable vtable{read, seek, getFormat, getCursor, getLength, setLooping, /* flags */ 0};
|
||||
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
|
||||
std::size_t sampleBufferCursor{}; //!< The current read position in the temporary sample buffer
|
||||
std::uint64_t samplesProcessed{}; //!< Number of samples processed since beginning of the stream
|
||||
@ -360,8 +220,6 @@ struct SoundStream::Impl
|
||||
std::vector<SoundChannel> channelMap{}; //!< The map of position in sample frame to sound channel
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
@ -383,7 +241,8 @@ void SoundStream::initialize(unsigned int channelCount, unsigned int sampleRate,
|
||||
m_impl->channelMap = channelMap;
|
||||
m_impl->samplesProcessed = 0;
|
||||
|
||||
m_impl->reinitialize();
|
||||
m_impl->deinitialize();
|
||||
m_impl->initialize();
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user