diff --git a/miniaudio.h b/miniaudio.h index 510e7690..6a2c5ac6 100644 --- a/miniaudio.h +++ b/miniaudio.h @@ -7534,6 +7534,549 @@ MA_API float ma_delay_node_get_decay(const ma_delay_node* pDelayNode); #endif /* MA_NO_NODE_GRAPH */ +/************************************************************************************************************************************************************ + +Engine + +************************************************************************************************************************************************************/ +#if !defined(MA_NO_ENGINE) && !defined(MA_NO_NODE_GRAPH) && !defined(MA_NO_DEVICE_IO) +typedef struct ma_engine ma_engine; +typedef struct ma_sound ma_sound; + + +/* Gainer for smooth volume changes. */ +typedef struct +{ + ma_uint32 channels; + ma_uint32 smoothTimeInFrames; +} ma_gainer_config; + +MA_API ma_gainer_config ma_gainer_config_init(ma_uint32 channels, ma_uint32 smoothTimeInFrames); + + +typedef struct +{ + ma_gainer_config config; + ma_uint32 t; + float* pOldGains; + float* pNewGains; + + /* Memory management. */ + void* _pHeap; + ma_bool32 _ownsHeap; +} ma_gainer; + +MA_API ma_result ma_gainer_get_heap_size(const ma_gainer_config* pConfig, size_t* pHeapSizeInBytes); +MA_API ma_result ma_gainer_init_preallocated(const ma_gainer_config* pConfig, void* pHeap, ma_gainer* pGainer); +MA_API ma_result ma_gainer_init(const ma_gainer_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_gainer* pGainer); +MA_API void ma_gainer_uninit(ma_gainer* pGainer, const ma_allocation_callbacks* pAllocationCallbacks); +MA_API ma_result ma_gainer_process_pcm_frames(ma_gainer* pGainer, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount); +MA_API ma_result ma_gainer_set_gain(ma_gainer* pGainer, float newGain); +MA_API ma_result ma_gainer_set_gains(ma_gainer* pGainer, float* pNewGains); + + + +/* Stereo panner. */ +typedef enum +{ + ma_pan_mode_balance = 0, /* Does not blend one side with the other. Technically just a balance. Compatible with other popular audio engines and therefore the default. */ + ma_pan_mode_pan /* A true pan. The sound from one side will "move" to the other side and blend with it. */ +} ma_pan_mode; + +typedef struct +{ + ma_format format; + ma_uint32 channels; + ma_pan_mode mode; + float pan; +} ma_panner_config; + +MA_API ma_panner_config ma_panner_config_init(ma_format format, ma_uint32 channels); + + +typedef struct +{ + ma_format format; + ma_uint32 channels; + ma_pan_mode mode; + float pan; /* -1..1 where 0 is no pan, -1 is left side, +1 is right side. Defaults to 0. */ +} ma_panner; + +MA_API ma_result ma_panner_init(const ma_panner_config* pConfig, ma_panner* pPanner); +MA_API ma_result ma_panner_process_pcm_frames(ma_panner* pPanner, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount); +MA_API void ma_panner_set_mode(ma_panner* pPanner, ma_pan_mode mode); +MA_API void ma_panner_set_pan(ma_panner* pPanner, float pan); + + + +/* Fader. */ +typedef struct +{ + ma_format format; + ma_uint32 channels; + ma_uint32 sampleRate; +} ma_fader_config; + +MA_API ma_fader_config ma_fader_config_init(ma_format format, ma_uint32 channels, ma_uint32 sampleRate); + +typedef struct +{ + ma_fader_config config; + float volumeBeg; /* If volumeBeg and volumeEnd is equal to 1, no fading happens (ma_fader_process_pcm_frames() will run as a passthrough). */ + float volumeEnd; + ma_uint64 lengthInFrames; /* The total length of the fade. */ + ma_uint64 cursorInFrames; /* The current time in frames. Incremented by ma_fader_process_pcm_frames(). */ +} ma_fader; + +MA_API ma_result ma_fader_init(const ma_fader_config* pConfig, ma_fader* pFader); +MA_API ma_result ma_fader_process_pcm_frames(ma_fader* pFader, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount); +MA_API void ma_fader_get_data_format(const ma_fader* pFader, ma_format* pFormat, ma_uint32* pChannels, ma_uint32* pSampleRate); +MA_API void ma_fader_set_fade(ma_fader* pFader, float volumeBeg, float volumeEnd, ma_uint64 lengthInFrames); +MA_API float ma_fader_get_current_volume(ma_fader* pFader); + + + +/* Spatializer. */ +typedef struct +{ + float x; + float y; + float z; +} ma_vec3f; + +typedef enum +{ + ma_attenuation_model_none, /* No distance attenuation and no spatialization. */ + ma_attenuation_model_inverse, /* Equivalent to OpenAL's AL_INVERSE_DISTANCE_CLAMPED. */ + ma_attenuation_model_linear, /* Linear attenuation. Equivalent to OpenAL's AL_LINEAR_DISTANCE_CLAMPED. */ + ma_attenuation_model_exponential /* Exponential attenuation. Equivalent to OpenAL's AL_EXPONENT_DISTANCE_CLAMPED. */ +} ma_attenuation_model; + +typedef enum +{ + ma_positioning_absolute, + ma_positioning_relative +} ma_positioning; + +typedef enum +{ + ma_handedness_right, + ma_handedness_left +} ma_handedness; + + +typedef struct +{ + ma_uint32 channelsOut; + ma_channel* pChannelMapOut; + ma_handedness handedness; /* Defaults to right. Forward is -1 on the Z axis. In a left handed system, forward is +1 on the Z axis. */ + float coneInnerAngleInRadians; + float coneOuterAngleInRadians; + float coneOuterGain; + float speedOfSound; + ma_vec3f worldUp; +} ma_spatializer_listener_config; + +MA_API ma_spatializer_listener_config ma_spatializer_listener_config_init(ma_uint32 channelsOut); + + +typedef struct +{ + ma_spatializer_listener_config config; + ma_vec3f position; /* The absolute position of the listener. */ + ma_vec3f direction; /* The direction the listener is facing. The world up vector is config.worldUp. */ + ma_vec3f velocity; + + /* Memory management. */ + void* _pHeap; + ma_bool32 _ownsHeap; +} ma_spatializer_listener; + +MA_API ma_result ma_spatializer_listener_get_heap_size(const ma_spatializer_listener_config* pConfig, size_t* pHeapSizeInBytes); +MA_API ma_result ma_spatializer_listener_init_preallocated(const ma_spatializer_listener_config* pConfig, void* pHeap, ma_spatializer_listener* pListener); +MA_API ma_result ma_spatializer_listener_init(const ma_spatializer_listener_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_spatializer_listener* pListener); +MA_API void ma_spatializer_listener_uninit(ma_spatializer_listener* pListener, const ma_allocation_callbacks* pAllocationCallbacks); +MA_API ma_channel* ma_spatializer_listener_get_channel_map(ma_spatializer_listener* pListener); +MA_API void ma_spatializer_listener_set_cone(ma_spatializer_listener* pListener, float innerAngleInRadians, float outerAngleInRadians, float outerGain); +MA_API void ma_spatializer_listener_get_cone(const ma_spatializer_listener* pListener, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); +MA_API void ma_spatializer_listener_set_position(ma_spatializer_listener* pListener, float x, float y, float z); +MA_API ma_vec3f ma_spatializer_listener_get_position(const ma_spatializer_listener* pListener); +MA_API void ma_spatializer_listener_set_direction(ma_spatializer_listener* pListener, float x, float y, float z); +MA_API ma_vec3f ma_spatializer_listener_get_direction(const ma_spatializer_listener* pListener); +MA_API void ma_spatializer_listener_set_velocity(ma_spatializer_listener* pListener, float x, float y, float z); +MA_API ma_vec3f ma_spatializer_listener_get_velocity(const ma_spatializer_listener* pListener); +MA_API void ma_spatializer_listener_set_speed_of_sound(ma_spatializer_listener* pListener, float speedOfSound); +MA_API float ma_spatializer_listener_get_speed_of_sound(const ma_spatializer_listener* pListener); +MA_API void ma_spatializer_listener_set_world_up(ma_spatializer_listener* pListener, float x, float y, float z); +MA_API ma_vec3f ma_spatializer_listener_get_world_up(const ma_spatializer_listener* pListener); + + +typedef struct +{ + ma_uint32 channelsIn; + ma_uint32 channelsOut; + ma_channel* pChannelMapIn; + ma_attenuation_model attenuationModel; + ma_positioning positioning; + ma_handedness handedness; /* Defaults to right. Forward is -1 on the Z axis. In a left handed system, forward is +1 on the Z axis. */ + float minGain; + float maxGain; + float minDistance; + float maxDistance; + float rolloff; + float coneInnerAngleInRadians; + float coneOuterAngleInRadians; + float coneOuterGain; + float dopplerFactor; /* Set to 0 to disable doppler effect. This will run on a fast path. */ + ma_uint32 gainSmoothTimeInFrames; /* When the gain of a channel changes during spatialization, the transition will be linearly interpolated over this number of frames. */ +} ma_spatializer_config; + +MA_API ma_spatializer_config ma_spatializer_config_init(ma_uint32 channelsIn, ma_uint32 channelsOut); + + +typedef struct +{ + ma_spatializer_config config; + ma_vec3f position; + ma_vec3f direction; + ma_vec3f velocity; /* For doppler effect. */ + float dopplerPitch; /* Will be updated by ma_spatializer_process_pcm_frames() and can be used by higher level functions to apply a pitch shift for doppler effect. */ + ma_gainer gainer; /* For smooth gain transitions. */ + float* pNewChannelGainsOut; /* An offset of _pHeap. Used by ma_spatializer_process_pcm_frames() to store new channel gains. The number of elements in this array is equal to config.channelsOut. */ + + /* Memory management. */ + void* _pHeap; + ma_bool32 _ownsHeap; +} ma_spatializer; + +MA_API ma_result ma_spatializer_get_heap_size(const ma_spatializer_config* pConfig, size_t* pHeapSizeInBytes); +MA_API ma_result ma_spatializer_init_preallocated(const ma_spatializer_config* pConfig, void* pHeap, ma_spatializer* pSpatializer); +MA_API ma_result ma_spatializer_init(const ma_spatializer_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_spatializer* pSpatializer); +MA_API void ma_spatializer_uninit(ma_spatializer* pSpatializer, const ma_allocation_callbacks* pAllocationCallbacks); +MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer, ma_spatializer_listener* pListener, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount); +MA_API ma_uint32 ma_spatializer_get_input_channels(const ma_spatializer* pSpatializer); +MA_API ma_uint32 ma_spatializer_get_output_channels(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_attenuation_model(ma_spatializer* pSpatializer, ma_attenuation_model attenuationModel); +MA_API ma_attenuation_model ma_spatializer_get_attenuation_model(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_positioning(ma_spatializer* pSpatializer, ma_positioning positioning); +MA_API ma_positioning ma_spatializer_get_positioning(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_rolloff(ma_spatializer* pSpatializer, float rolloff); +MA_API float ma_spatializer_get_rolloff(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_min_gain(ma_spatializer* pSpatializer, float minGain); +MA_API float ma_spatializer_get_min_gain(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_max_gain(ma_spatializer* pSpatializer, float maxGain); +MA_API float ma_spatializer_get_max_gain(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_min_distance(ma_spatializer* pSpatializer, float minDistance); +MA_API float ma_spatializer_get_min_distance(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_max_distance(ma_spatializer* pSpatializer, float maxDistance); +MA_API float ma_spatializer_get_max_distance(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_cone(ma_spatializer* pSpatializer, float innerAngleInRadians, float outerAngleInRadians, float outerGain); +MA_API void ma_spatializer_get_cone(const ma_spatializer* pSpatializer, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); +MA_API void ma_spatializer_set_doppler_factor(ma_spatializer* pSpatializer, float dopplerFactor); +MA_API float ma_spatializer_get_doppler_factor(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_position(ma_spatializer* pSpatializer, float x, float y, float z); +MA_API ma_vec3f ma_spatializer_get_position(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_direction(ma_spatializer* pSpatializer, float x, float y, float z); +MA_API ma_vec3f ma_spatializer_get_direction(const ma_spatializer* pSpatializer); +MA_API void ma_spatializer_set_velocity(ma_spatializer* pSpatializer, float x, float y, float z); +MA_API ma_vec3f ma_spatializer_get_velocity(const ma_spatializer* pSpatializer); + + + +/* Sound flags. */ +#define MA_SOUND_FLAG_STREAM MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_STREAM /* 0x00000001 */ +#define MA_SOUND_FLAG_DECODE MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_DECODE /* 0x00000002 */ +#define MA_SOUND_FLAG_ASYNC MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_ASYNC /* 0x00000004 */ +#define MA_SOUND_FLAG_WAIT_INIT MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_WAIT_INIT /* 0x00000008 */ +#define MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT 0x00000010 /* Do not attach to the endpoint by default. Useful for when setting up nodes in a complex graph system. */ +#define MA_SOUND_FLAG_NO_PITCH 0x00000020 /* Disable pitch shifting with ma_sound_set_pitch() and ma_sound_group_set_pitch(). This is an optimization. */ +#define MA_SOUND_FLAG_NO_SPATIALIZATION 0x00000040 /* Disable spatialization. */ + +#ifndef MA_ENGINE_MAX_LISTENERS +#define MA_ENGINE_MAX_LISTENERS 4 +#endif + +#define MA_LISTENER_INDEX_CLOSEST ((ma_uint8)-1) + +typedef enum +{ + ma_engine_node_type_sound, + ma_engine_node_type_group +} ma_engine_node_type; + +typedef struct +{ + ma_engine* pEngine; + ma_engine_node_type type; + ma_uint32 channelsIn; + ma_uint32 channelsOut; + ma_uint32 sampleRate; /* Only used when the type is set to ma_engine_node_type_sound. */ + ma_bool8 isPitchDisabled; /* Pitching can be explicitly disable with MA_SOUND_FLAG_NO_PITCH to optimize processing. */ + ma_bool8 isSpatializationDisabled; /* Spatialization can be explicitly disabled with MA_SOUND_FLAG_NO_SPATIALIZATION. */ + ma_uint8 pinnedListenerIndex; /* The index of the listener this node should always use for spatialization. If set to MA_LISTENER_INDEX_CLOSEST the engine will use the closest listener. */ +} ma_engine_node_config; + +MA_API ma_engine_node_config ma_engine_node_config_init(ma_engine* pEngine, ma_engine_node_type type, ma_uint32 flags); + + +/* Base node object for both ma_sound and ma_sound_group. */ +typedef struct +{ + ma_node_base baseNode; /* Must be the first member for compatiblity with the ma_node API. */ + ma_engine* pEngine; /* A pointer to the engine. Set based on the value from the config. */ + ma_uint32 sampleRate; /* The sample rate of the input data. For sounds backed by a data source, this will be the data source's sample rate. Otherwise it'll be the engine's sample rate. */ + ma_fader fader; + ma_linear_resampler resampler; /* For pitch shift. */ + ma_spatializer spatializer; + ma_panner panner; + MA_ATOMIC float pitch; + float oldPitch; /* For determining whether or not the resampler needs to be updated to reflect the new pitch. The resampler will be updated on the mixing thread. */ + float oldDopplerPitch; /* For determining whether or not the resampler needs to be updated to take a new doppler pitch into account. */ + MA_ATOMIC ma_bool8 isPitchDisabled; /* When set to true, pitching will be disabled which will allow the resampler to be bypassed to save some computation. */ + MA_ATOMIC ma_bool8 isSpatializationDisabled; /* Set to false by default. When set to false, will not have spatialisation applied. */ + MA_ATOMIC ma_uint8 pinnedListenerIndex; /* The index of the listener this node should always use for spatialization. If set to MA_LISTENER_INDEX_CLOSEST the engine will use the closest listener. */ + + /* Memory management. */ + ma_bool8 _ownsHeap; + void* _pHeap; +} ma_engine_node; + +MA_API ma_result ma_engine_node_get_heap_size(const ma_engine_node_config* pConfig, size_t* pHeapSizeInBytes); +MA_API ma_result ma_engine_node_init_preallocated(const ma_engine_node_config* pConfig, void* pHeap, ma_engine_node* pEngineNode); +MA_API ma_result ma_engine_node_init(const ma_engine_node_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_engine_node* pEngineNode); +MA_API void ma_engine_node_uninit(ma_engine_node* pEngineNode, const ma_allocation_callbacks* pAllocationCallbacks); + + +typedef struct +{ + const char* pFilePath; /* Set this to load from the resource manager. */ + const wchar_t* pFilePathW; /* Set this to load from the resource manager. */ + ma_data_source* pDataSource; /* Set this to load from an existing data source. */ + ma_node* pInitialAttachment; /* If set, the sound will be attached to an input of this node. This can be set to a ma_sound. If set to NULL, the sound will be attached directly to the endpoint unless MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT is set in `flags`. */ + ma_uint32 initialAttachmentInputBusIndex; /* The index of the input bus of pInitialAttachment to attach the sound to. */ + ma_uint32 channelsIn; /* Ignored if using a data source as input (the data source's channel count will be used always). Otherwise, setting to 0 will cause the engine's channel count to be used. */ + ma_uint32 channelsOut; /* Set this to 0 (default) to use the engine's channel count. */ + ma_uint32 flags; /* A combination of MA_SOUND_FLAG_* flags. */ + ma_fence* pDoneFence; /* Released when the resource manager has finished decoding the entire sound. Not used with streams. */ +} ma_sound_config; + +MA_API ma_sound_config ma_sound_config_init(void); + +struct ma_sound +{ + ma_engine_node engineNode; /* Must be the first member for compatibility with the ma_node API. */ + ma_data_source* pDataSource; + ma_uint64 seekTarget; /* The PCM frame index to seek to in the mixing thread. Set to (~(ma_uint64)0) to not perform any seeking. */ + MA_ATOMIC ma_bool8 isLooping; /* False by default. */ + MA_ATOMIC ma_bool8 atEnd; + ma_bool8 ownsDataSource; + + /* + We're declaring a resource manager data source object here to save us a malloc when loading a + sound via the resource manager, which I *think* will be the most common scenario. + */ +#ifndef MA_NO_RESOURCE_MANAGER + ma_resource_manager_data_source* pResourceManagerDataSource; +#endif +}; + +/* Structure specifically for sounds played with ma_engine_play_sound(). Making this a separate structure to reduce overhead. */ +typedef struct ma_sound_inlined ma_sound_inlined; +struct ma_sound_inlined +{ + ma_sound sound; + ma_sound_inlined* pNext; + ma_sound_inlined* pPrev; +}; + +/* A sound group is just a sound. */ +typedef ma_sound_config ma_sound_group_config; +typedef ma_sound ma_sound_group; + +MA_API ma_sound_group_config ma_sound_group_config_init(void); + + +typedef struct +{ + ma_resource_manager* pResourceManager; /* Can be null in which case a resource manager will be created for you. */ + ma_context* pContext; + ma_device* pDevice; /* If set, the caller is responsible for calling ma_engine_data_callback() in the device's data callback. */ + ma_log* pLog; /* When set to NULL, will use the context's log. */ + ma_uint32 listenerCount; /* Must be between 1 and MA_ENGINE_MAX_LISTENERS. */ + ma_uint32 channels; /* The number of channels to use when mixing and spatializing. When set to 0, will use the native channel count of the device. */ + ma_uint32 sampleRate; /* The sample rate. When set to 0 will use the native channel count of the device. */ + ma_uint32 periodSizeInFrames; /* If set to something other than 0, updates will always be exactly this size. The underlying device may be a different size, but from the perspective of the mixer that won't matter.*/ + ma_uint32 periodSizeInMilliseconds; /* Used if periodSizeInFrames is unset. */ + ma_uint32 gainSmoothTimeInFrames; /* The number of frames to interpolate the gain of spatialized sounds across. If set to 0, will use gainSmoothTimeInMilliseconds. */ + ma_uint32 gainSmoothTimeInMilliseconds; /* When set to 0, gainSmoothTimeInFrames will be used. If both are set to 0, a default value will be used. */ + ma_device_id* pPlaybackDeviceID; /* The ID of the playback device to use with the default listener. */ + ma_allocation_callbacks allocationCallbacks; + ma_bool32 noAutoStart; /* When set to true, requires an explicit call to ma_engine_start(). This is false by default, meaning the engine will be started automatically in ma_engine_init(). */ + ma_vfs* pResourceManagerVFS; /* A pointer to a pre-allocated VFS object to use with the resource manager. This is ignored if pResourceManager is not NULL. */ +} ma_engine_config; + +MA_API ma_engine_config ma_engine_config_init(void); + + +struct ma_engine +{ + ma_node_graph nodeGraph; /* An engine is a node graph. It should be able to be plugged into any ma_node_graph API (with a cast) which means this must be the first member of this struct. */ + ma_resource_manager* pResourceManager; + ma_device* pDevice; /* Optionally set via the config, otherwise allocated by the engine in ma_engine_init(). */ + ma_log* pLog; + ma_uint32 listenerCount; + ma_spatializer_listener listeners[MA_ENGINE_MAX_LISTENERS]; + ma_allocation_callbacks allocationCallbacks; + ma_bool8 ownsResourceManager; + ma_bool8 ownsDevice; + ma_mutex inlinedSoundLock; /* For synchronizing access so the inlined sound list. */ + ma_sound_inlined* pInlinedSoundHead; /* The first inlined sound. Inlined sounds are tracked in a linked list. */ + MA_ATOMIC ma_uint32 inlinedSoundCount; /* The total number of allocated inlined sound objects. Used for debugging. */ + ma_uint32 gainSmoothTimeInFrames; /* The number of frames to interpolate the gain of spatialized sounds across. */ +}; + +MA_API ma_result ma_engine_init(const ma_engine_config* pConfig, ma_engine* pEngine); +MA_API void ma_engine_uninit(ma_engine* pEngine); +MA_API void ma_engine_data_callback(ma_engine* pEngine, void* pOutput, const void* pInput, ma_uint32 frameCount); +MA_API ma_device* ma_engine_get_device(ma_engine* pEngine); +MA_API ma_log* ma_engine_get_log(ma_engine* pEngine); +MA_API ma_node* ma_engine_get_endpoint(ma_engine* pEngine); +MA_API ma_uint64 ma_engine_get_time(const ma_engine* pEngine); +MA_API ma_uint64 ma_engine_set_time(ma_engine* pEngine, ma_uint64 globalTime); +MA_API ma_uint32 ma_engine_get_channels(const ma_engine* pEngine); +MA_API ma_uint32 ma_engine_get_sample_rate(const ma_engine* pEngine); + +MA_API ma_result ma_engine_start(ma_engine* pEngine); +MA_API ma_result ma_engine_stop(ma_engine* pEngine); +MA_API ma_result ma_engine_set_volume(ma_engine* pEngine, float volume); +MA_API ma_result ma_engine_set_gain_db(ma_engine* pEngine, float gainDB); + +MA_API ma_uint32 ma_engine_get_listener_count(const ma_engine* pEngine); +MA_API ma_uint32 ma_engine_find_closest_listener(const ma_engine* pEngine, float absolutePosX, float absolutePosY, float absolutePosZ); +MA_API void ma_engine_listener_set_position(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z); +MA_API ma_vec3f ma_engine_listener_get_position(const ma_engine* pEngine, ma_uint32 listenerIndex); +MA_API void ma_engine_listener_set_direction(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z); +MA_API ma_vec3f ma_engine_listener_get_direction(const ma_engine* pEngine, ma_uint32 listenerIndex); +MA_API void ma_engine_listener_set_velocity(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z); +MA_API ma_vec3f ma_engine_listener_get_velocity(const ma_engine* pEngine, ma_uint32 listenerIndex); +MA_API void ma_engine_listener_set_cone(ma_engine* pEngine, ma_uint32 listenerIndex, float innerAngleInRadians, float outerAngleInRadians, float outerGain); +MA_API void ma_engine_listener_get_cone(const ma_engine* pEngine, ma_uint32 listenerIndex, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); +MA_API void ma_engine_listener_set_world_up(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z); +MA_API ma_vec3f ma_engine_listener_get_world_up(const ma_engine* pEngine, ma_uint32 listenerIndex); + +MA_API ma_result ma_engine_play_sound(ma_engine* pEngine, const char* pFilePath, ma_sound_group* pGroup); /* Fire and forget. */ + + +#ifndef MA_NO_RESOURCE_MANAGER +MA_API ma_result ma_sound_init_from_file(ma_engine* pEngine, const char* pFilePath, ma_uint32 flags, ma_sound_group* pGroup, ma_fence* pDoneFence, ma_sound* pSound); +MA_API ma_result ma_sound_init_from_file_w(ma_engine* pEngine, const wchar_t* pFilePath, ma_uint32 flags, ma_sound_group* pGroup, ma_fence* pDoneFence, ma_sound* pSound); +MA_API ma_result ma_sound_init_copy(ma_engine* pEngine, const ma_sound* pExistingSound, ma_uint32 flags, ma_sound_group* pGroup, ma_sound* pSound); +#endif +MA_API ma_result ma_sound_init_from_data_source(ma_engine* pEngine, ma_data_source* pDataSource, ma_uint32 flags, ma_sound_group* pGroup, ma_sound* pSound); +MA_API ma_result ma_sound_init_ex(ma_engine* pEngine, const ma_sound_config* pConfig, ma_sound* pSound); +MA_API void ma_sound_uninit(ma_sound* pSound); +MA_API ma_engine* ma_sound_get_engine(const ma_sound* pSound); +MA_API ma_data_source* ma_sound_get_data_source(const ma_sound* pSound); +MA_API ma_result ma_sound_start(ma_sound* pSound); +MA_API ma_result ma_sound_stop(ma_sound* pSound); +MA_API ma_result ma_sound_set_volume(ma_sound* pSound, float volume); +MA_API ma_result ma_sound_set_gain_db(ma_sound* pSound, float gainDB); +MA_API void ma_sound_set_pan(ma_sound* pSound, float pan); +MA_API void ma_sound_set_pan_mode(ma_sound* pSound, ma_pan_mode panMode); +MA_API void ma_sound_set_pitch(ma_sound* pSound, float pitch); +MA_API void ma_sound_set_spatialization_enabled(ma_sound* pSound, ma_bool32 enabled); +MA_API void ma_sound_set_pinned_listener_index(ma_sound* pSound, ma_uint8 listenerIndex); +MA_API ma_uint8 ma_sound_get_pinned_listener_index(const ma_sound* pSound); +MA_API void ma_sound_set_position(ma_sound* pSound, float x, float y, float z); +MA_API ma_vec3f ma_sound_get_position(const ma_sound* pSound); +MA_API void ma_sound_set_direction(ma_sound* pSound, float x, float y, float z); +MA_API ma_vec3f ma_sound_get_direction(const ma_sound* pSound); +MA_API void ma_sound_set_velocity(ma_sound* pSound, float x, float y, float z); +MA_API ma_vec3f ma_sound_get_velocity(const ma_sound* pSound); +MA_API void ma_sound_set_attenuation_model(ma_sound* pSound, ma_attenuation_model attenuationModel); +MA_API ma_attenuation_model ma_sound_get_attenuation_model(const ma_sound* pSound); +MA_API void ma_sound_set_positioning(ma_sound* pSound, ma_positioning positioning); +MA_API ma_positioning ma_sound_get_positioning(const ma_sound* pSound); +MA_API void ma_sound_set_rolloff(ma_sound* pSound, float rolloff); +MA_API float ma_sound_get_rolloff(const ma_sound* pSound); +MA_API void ma_sound_set_min_gain(ma_sound* pSound, float minGain); +MA_API float ma_sound_get_min_gain(const ma_sound* pSound); +MA_API void ma_sound_set_max_gain(ma_sound* pSound, float maxGain); +MA_API float ma_sound_get_max_gain(const ma_sound* pSound); +MA_API void ma_sound_set_min_distance(ma_sound* pSound, float minDistance); +MA_API float ma_sound_get_min_distance(const ma_sound* pSound); +MA_API void ma_sound_set_max_distance(ma_sound* pSound, float maxDistance); +MA_API float ma_sound_get_max_distance(const ma_sound* pSound); +MA_API void ma_sound_set_cone(ma_sound* pSound, float innerAngleInRadians, float outerAngleInRadians, float outerGain); +MA_API void ma_sound_get_cone(const ma_sound* pSound, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); +MA_API void ma_sound_set_doppler_factor(ma_sound* pSound, float dopplerFactor); +MA_API float ma_sound_get_doppler_factor(const ma_sound* pSound); +MA_API void ma_sound_set_fade_in_pcm_frames(ma_sound* pSound, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInFrames); +MA_API void ma_sound_set_fade_in_milliseconds(ma_sound* pSound, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInMilliseconds); +MA_API float ma_sound_get_current_fade_volume(ma_sound* pSound); +MA_API void ma_sound_set_start_time_in_pcm_frames(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInFrames); +MA_API void ma_sound_set_start_time_in_milliseconds(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInMilliseconds); +MA_API void ma_sound_set_stop_time_in_pcm_frames(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInFrames); +MA_API void ma_sound_set_stop_time_in_milliseconds(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInMilliseconds); +MA_API ma_bool32 ma_sound_is_playing(const ma_sound* pSound); +MA_API ma_uint64 ma_sound_get_time_in_pcm_frames(const ma_sound* pSound); +MA_API void ma_sound_set_looping(ma_sound* pSound, ma_bool8 isLooping); +MA_API ma_bool32 ma_sound_is_looping(const ma_sound* pSound); +MA_API ma_bool32 ma_sound_at_end(const ma_sound* pSound); +MA_API ma_result ma_sound_seek_to_pcm_frame(ma_sound* pSound, ma_uint64 frameIndex); /* Just a wrapper around ma_data_source_seek_to_pcm_frame(). */ +MA_API ma_result ma_sound_get_data_format(ma_sound* pSound, ma_format* pFormat, ma_uint32* pChannels, ma_uint32* pSampleRate, ma_channel* pChannelMap, size_t channelMapCap); +MA_API ma_result ma_sound_get_cursor_in_pcm_frames(ma_sound* pSound, ma_uint64* pCursor); +MA_API ma_result ma_sound_get_length_in_pcm_frames(ma_sound* pSound, ma_uint64* pLength); + +MA_API ma_result ma_sound_group_init(ma_engine* pEngine, ma_uint32 flags, ma_sound_group* pParentGroup, ma_sound_group* pGroup); +MA_API ma_result ma_sound_group_init_ex(ma_engine* pEngine, const ma_sound_group_config* pConfig, ma_sound_group* pGroup); +MA_API void ma_sound_group_uninit(ma_sound_group* pGroup); +MA_API ma_engine* ma_sound_group_get_engine(const ma_sound_group* pGroup); +MA_API ma_result ma_sound_group_start(ma_sound_group* pGroup); +MA_API ma_result ma_sound_group_stop(ma_sound_group* pGroup); +MA_API ma_result ma_sound_group_set_volume(ma_sound_group* pGroup, float volume); +MA_API ma_result ma_sound_group_set_gain_db(ma_sound_group* pGroup, float gainDB); +MA_API void ma_sound_group_set_pan(ma_sound_group* pGroup, float pan); +MA_API void ma_sound_group_set_pan_mode(ma_sound_group* pGroup, ma_pan_mode panMode); +MA_API void ma_sound_group_set_pitch(ma_sound_group* pGroup, float pitch); +MA_API void ma_sound_group_set_spatialization_enabled(ma_sound_group* pGroup, ma_bool32 enabled); +MA_API void ma_sound_group_set_pinned_listener_index(ma_sound_group* pGroup, ma_uint8 listenerIndex); +MA_API ma_uint8 ma_sound_group_get_pinned_listener_index(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_position(ma_sound_group* pGroup, float x, float y, float z); +MA_API ma_vec3f ma_sound_group_get_position(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_direction(ma_sound_group* pGroup, float x, float y, float z); +MA_API ma_vec3f ma_sound_group_get_direction(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_velocity(ma_sound_group* pGroup, float x, float y, float z); +MA_API ma_vec3f ma_sound_group_get_velocity(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_attenuation_model(ma_sound_group* pGroup, ma_attenuation_model attenuationModel); +MA_API ma_attenuation_model ma_sound_group_get_attenuation_model(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_positioning(ma_sound_group* pGroup, ma_positioning positioning); +MA_API ma_positioning ma_sound_group_get_positioning(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_rolloff(ma_sound_group* pGroup, float rolloff); +MA_API float ma_sound_group_get_rolloff(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_min_gain(ma_sound_group* pGroup, float minGain); +MA_API float ma_sound_group_get_min_gain(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_max_gain(ma_sound_group* pGroup, float maxGain); +MA_API float ma_sound_group_get_max_gain(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_min_distance(ma_sound_group* pGroup, float minDistance); +MA_API float ma_sound_group_get_min_distance(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_max_distance(ma_sound_group* pGroup, float maxDistance); +MA_API float ma_sound_group_get_max_distance(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_cone(ma_sound_group* pGroup, float innerAngleInRadians, float outerAngleInRadians, float outerGain); +MA_API void ma_sound_group_get_cone(const ma_sound_group* pGroup, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); +MA_API void ma_sound_group_set_doppler_factor(ma_sound_group* pGroup, float dopplerFactor); +MA_API float ma_sound_group_get_doppler_factor(const ma_sound_group* pGroup); +MA_API void ma_sound_group_set_fade_in_pcm_frames(ma_sound_group* pGroup, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInFrames); +MA_API void ma_sound_group_set_fade_in_milliseconds(ma_sound_group* pGroup, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInMilliseconds); +MA_API float ma_sound_group_get_current_fade_volume(ma_sound_group* pGroup); +MA_API void ma_sound_group_set_start_time_in_pcm_frames(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInFrames); +MA_API void ma_sound_group_set_start_time_in_milliseconds(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInMilliseconds); +MA_API void ma_sound_group_set_stop_time_in_pcm_frames(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInFrames); +MA_API void ma_sound_group_set_stop_time_in_milliseconds(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInMilliseconds); +MA_API ma_bool32 ma_sound_group_is_playing(const ma_sound_group* pGroup); +MA_API ma_uint64 ma_sound_group_get_time_in_pcm_frames(const ma_sound_group* pGroup); +#endif /* MA_NO_ENGINE */ + #ifdef __cplusplus } #endif @@ -61697,6 +62240,4461 @@ MA_API float ma_delay_node_get_decay(const ma_delay_node* pDelayNode) #endif /* MA_NO_NODE_GRAPH */ +#if !defined(MA_NO_ENGINE) && !defined(MA_NO_NODE_GRAPH) && !defined(MA_NO_DEVICE_IO) +MA_API ma_gainer_config ma_gainer_config_init(ma_uint32 channels, ma_uint32 smoothTimeInFrames) +{ + ma_gainer_config config; + + MA_ZERO_OBJECT(&config); + config.channels = channels; + config.smoothTimeInFrames = smoothTimeInFrames; + + return config; +} + + +typedef struct +{ + size_t sizeInBytes; + size_t oldGainsOffset; + size_t newGainsOffset; +} ma_gainer_heap_layout; + +static ma_result ma_gainer_get_heap_layout(const ma_gainer_config* pConfig, ma_gainer_heap_layout* pHeapLayout) +{ + MA_ASSERT(pHeapLayout != NULL); + + MA_ZERO_OBJECT(pHeapLayout); + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + if (pConfig->channels == 0) { + return MA_INVALID_ARGS; + } + + pHeapLayout->sizeInBytes = 0; + + /* Old gains. */ + pHeapLayout->oldGainsOffset = pHeapLayout->sizeInBytes; + pHeapLayout->sizeInBytes += sizeof(float) * pConfig->channels; + + /* New gains. */ + pHeapLayout->newGainsOffset = pHeapLayout->sizeInBytes; + pHeapLayout->sizeInBytes += sizeof(float) * pConfig->channels; + + /* Alignment. */ + pHeapLayout->sizeInBytes = ma_align_64(pHeapLayout->sizeInBytes); + + return MA_SUCCESS; +} + + +MA_API ma_result ma_gainer_get_heap_size(const ma_gainer_config* pConfig, size_t* pHeapSizeInBytes) +{ + ma_result result; + ma_gainer_heap_layout heapLayout; + + if (pHeapSizeInBytes == NULL) { + return MA_INVALID_ARGS; + } + + *pHeapSizeInBytes = 0; + + result = ma_gainer_get_heap_layout(pConfig, &heapLayout); + if (result != MA_SUCCESS) { + return MA_INVALID_ARGS; + } + + *pHeapSizeInBytes = heapLayout.sizeInBytes; + + return MA_SUCCESS; +} + + +MA_API ma_result ma_gainer_init_preallocated(const ma_gainer_config* pConfig, void* pHeap, ma_gainer* pGainer) +{ + ma_result result; + ma_gainer_heap_layout heapLayout; + ma_uint32 iChannel; + + if (pGainer == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pGainer); + + if (pConfig == NULL || pHeap == NULL) { + return MA_INVALID_ARGS; + } + + result = ma_gainer_get_heap_layout(pConfig, &heapLayout); + if (result != MA_SUCCESS) { + return result; + } + + pGainer->_pHeap = pHeap; + pGainer->pOldGains = (float*)ma_offset_ptr(pHeap, heapLayout.oldGainsOffset); + pGainer->pNewGains = (float*)ma_offset_ptr(pHeap, heapLayout.newGainsOffset); + + pGainer->config = *pConfig; + pGainer->t = (ma_uint32)-1; /* No interpolation by default. */ + + for (iChannel = 0; iChannel < pConfig->channels; iChannel += 1) { + pGainer->pOldGains[iChannel] = 1; + pGainer->pNewGains[iChannel] = 1; + } + + return MA_SUCCESS; +} + +MA_API ma_result ma_gainer_init(const ma_gainer_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_gainer* pGainer) +{ + ma_result result; + size_t heapSizeInBytes; + void* pHeap; + + result = ma_gainer_get_heap_size(pConfig, &heapSizeInBytes); + if (result != MA_SUCCESS) { + return result; /* Failed to retrieve the size of the heap allocation. */ + } + + if (heapSizeInBytes > 0) { + pHeap = ma_malloc(heapSizeInBytes, pAllocationCallbacks); + if (pHeap == NULL) { + return MA_OUT_OF_MEMORY; + } + } else { + pHeap = NULL; + } + + result = ma_gainer_init_preallocated(pConfig, pHeap, pGainer); + if (result != MA_SUCCESS) { + ma_free(pHeap, pAllocationCallbacks); + return result; + } + + pGainer->_ownsHeap = MA_TRUE; + return MA_SUCCESS; +} + +MA_API void ma_gainer_uninit(ma_gainer* pGainer, const ma_allocation_callbacks* pAllocationCallbacks) +{ + if (pGainer == NULL) { + return; + } + + if (pGainer->_ownsHeap) { + ma_free(pGainer->_pHeap, pAllocationCallbacks); + } +} + +static float ma_gainer_calculate_current_gain(const ma_gainer* pGainer, ma_uint32 channel) +{ + float a = (float)pGainer->t / pGainer->config.smoothTimeInFrames; + return ma_mix_f32_fast(pGainer->pOldGains[channel], pGainer->pNewGains[channel], a); +} + +MA_API ma_result ma_gainer_process_pcm_frames(ma_gainer* pGainer, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount) +{ + ma_uint64 iFrame; + ma_uint32 iChannel; + float* pFramesOutF32 = (float*)pFramesOut; + const float* pFramesInF32 = (const float*)pFramesIn; + + if (pGainer == NULL) { + return MA_INVALID_ARGS; + } + + if (pGainer->t >= pGainer->config.smoothTimeInFrames) { + /* Fast path. No gain calculation required. */ + ma_copy_and_apply_volume_factor_per_channel_f32(pFramesOutF32, pFramesInF32, frameCount, pGainer->config.channels, pGainer->pNewGains); + + /* Now that some frames have been processed we need to make sure future changes to the gain are interpolated. */ + if (pGainer->t == (ma_uint32)-1) { + pGainer->t = pGainer->config.smoothTimeInFrames; + } + } else { + /* Slow path. Need to interpolate the gain for each channel individually. */ + + /* We can allow the input and output buffers to be null in which case we'll just update the internal timer. */ + if (pFramesOut != NULL && pFramesIn != NULL) { + float a = (float)pGainer->t / pGainer->config.smoothTimeInFrames; + float d = 1.0f / pGainer->config.smoothTimeInFrames; + ma_uint32 channelCount = pGainer->config.channels; + + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + for (iChannel = 0; iChannel < channelCount; iChannel += 1) { + pFramesOutF32[iChannel] = pFramesInF32[iChannel] * ma_mix_f32_fast(pGainer->pOldGains[iChannel], pGainer->pNewGains[iChannel], a); + } + + pFramesOutF32 += channelCount; + pFramesInF32 += channelCount; + + a += d; + if (a > 1) { + a = 1; + } + } + } + + pGainer->t = (ma_uint32)ma_min(pGainer->t + frameCount, pGainer->config.smoothTimeInFrames); + + #if 0 /* Reference implementation. */ + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + /* We can allow the input and output buffers to be null in which case we'll just update the internal timer. */ + if (pFramesOut != NULL && pFramesIn != NULL) { + for (iChannel = 0; iChannel < pGainer->config.channels; iChannel += 1) { + pFramesOutF32[iFrame*pGainer->config.channels + iChannel] = pFramesInF32[iFrame*pGainer->config.channels + iChannel] * ma_gainer_calculate_current_gain(pGainer, iChannel); + } + } + + /* Move interpolation time forward, but don't go beyond our smoothing time. */ + pGainer->t = ma_min(pGainer->t + 1, pGainer->config.smoothTimeInFrames); + } + #endif + } + + return MA_SUCCESS; +} + +static void ma_gainer_set_gain_by_index(ma_gainer* pGainer, float newGain, ma_uint32 iChannel) +{ + pGainer->pOldGains[iChannel] = ma_gainer_calculate_current_gain(pGainer, iChannel); + pGainer->pNewGains[iChannel] = newGain; +} + +static void ma_gainer_reset_smoothing_time(ma_gainer* pGainer) +{ + if (pGainer->t == (ma_uint32)-1) { + pGainer->t = pGainer->config.smoothTimeInFrames; /* No smoothing required for initial gains setting. */ + } else { + pGainer->t = 0; + } +} + +MA_API ma_result ma_gainer_set_gain(ma_gainer* pGainer, float newGain) +{ + ma_uint32 iChannel; + + if (pGainer == NULL) { + return MA_INVALID_ARGS; + } + + for (iChannel = 0; iChannel < pGainer->config.channels; iChannel += 1) { + ma_gainer_set_gain_by_index(pGainer, newGain, iChannel); + } + + /* The smoothing time needs to be reset to ensure we always interpolate by the configured smoothing time, but only if it's not the first setting. */ + ma_gainer_reset_smoothing_time(pGainer); + + return MA_SUCCESS; +} + +MA_API ma_result ma_gainer_set_gains(ma_gainer* pGainer, float* pNewGains) +{ + ma_uint32 iChannel; + + if (pGainer == NULL || pNewGains == NULL) { + return MA_INVALID_ARGS; + } + + for (iChannel = 0; iChannel < pGainer->config.channels; iChannel += 1) { + ma_gainer_set_gain_by_index(pGainer, pNewGains[iChannel], iChannel); + } + + /* The smoothing time needs to be reset to ensure we always interpolate by the configured smoothing time, but only if it's not the first setting. */ + ma_gainer_reset_smoothing_time(pGainer); + + return MA_SUCCESS; +} + + +MA_API ma_panner_config ma_panner_config_init(ma_format format, ma_uint32 channels) +{ + ma_panner_config config; + + MA_ZERO_OBJECT(&config); + config.format = format; + config.channels = channels; + config.mode = ma_pan_mode_balance; /* Set to balancing mode by default because it's consistent with other audio engines and most likely what the caller is expecting. */ + config.pan = 0; + + return config; +} + + +MA_API ma_result ma_panner_init(const ma_panner_config* pConfig, ma_panner* pPanner) +{ + if (pPanner == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pPanner); + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + pPanner->format = pConfig->format; + pPanner->channels = pConfig->channels; + pPanner->mode = pConfig->mode; + pPanner->pan = pConfig->pan; + + return MA_SUCCESS; +} + +static void ma_stereo_balance_pcm_frames_f32(float* pFramesOut, const float* pFramesIn, ma_uint64 frameCount, float pan) +{ + ma_uint64 iFrame; + + if (pan > 0) { + float factor = 1.0f - pan; + if (pFramesOut == pFramesIn) { + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + pFramesOut[iFrame*2 + 0] = pFramesIn[iFrame*2 + 0] * factor; + } + } else { + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + pFramesOut[iFrame*2 + 0] = pFramesIn[iFrame*2 + 0] * factor; + pFramesOut[iFrame*2 + 1] = pFramesIn[iFrame*2 + 1]; + } + } + } else { + float factor = 1.0f + pan; + if (pFramesOut == pFramesIn) { + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + pFramesOut[iFrame*2 + 1] = pFramesIn[iFrame*2 + 1] * factor; + } + } else { + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + pFramesOut[iFrame*2 + 0] = pFramesIn[iFrame*2 + 0]; + pFramesOut[iFrame*2 + 1] = pFramesIn[iFrame*2 + 1] * factor; + } + } + } +} + +static void ma_stereo_balance_pcm_frames(void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount, ma_format format, float pan) +{ + if (pan == 0) { + /* Fast path. No panning required. */ + if (pFramesOut == pFramesIn) { + /* No-op */ + } else { + ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, format, 2); + } + + return; + } + + switch (format) { + case ma_format_f32: ma_stereo_balance_pcm_frames_f32((float*)pFramesOut, (float*)pFramesIn, frameCount, pan); break; + + /* Unknown format. Just copy. */ + default: + { + ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, format, 2); + } break; + } +} + + +static void ma_stereo_pan_pcm_frames_f32(float* pFramesOut, const float* pFramesIn, ma_uint64 frameCount, float pan) +{ + ma_uint64 iFrame; + + if (pan > 0) { + float factorL0 = 1.0f - pan; + float factorL1 = 0.0f + pan; + + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + float sample0 = (pFramesIn[iFrame*2 + 0] * factorL0); + float sample1 = (pFramesIn[iFrame*2 + 0] * factorL1) + pFramesIn[iFrame*2 + 1]; + + pFramesOut[iFrame*2 + 0] = sample0; + pFramesOut[iFrame*2 + 1] = sample1; + } + } else { + float factorR0 = 0.0f - pan; + float factorR1 = 1.0f + pan; + + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + float sample0 = pFramesIn[iFrame*2 + 0] + (pFramesIn[iFrame*2 + 1] * factorR0); + float sample1 = (pFramesIn[iFrame*2 + 1] * factorR1); + + pFramesOut[iFrame*2 + 0] = sample0; + pFramesOut[iFrame*2 + 1] = sample1; + } + } +} + +static void ma_stereo_pan_pcm_frames(void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount, ma_format format, float pan) +{ + if (pan == 0) { + /* Fast path. No panning required. */ + if (pFramesOut == pFramesIn) { + /* No-op */ + } else { + ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, format, 2); + } + + return; + } + + switch (format) { + case ma_format_f32: ma_stereo_pan_pcm_frames_f32((float*)pFramesOut, (float*)pFramesIn, frameCount, pan); break; + + /* Unknown format. Just copy. */ + default: + { + ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, format, 2); + } break; + } +} + +MA_API ma_result ma_panner_process_pcm_frames(ma_panner* pPanner, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount) +{ + if (pPanner == NULL || pFramesOut == NULL || pFramesIn == NULL) { + return MA_INVALID_ARGS; + } + + if (pPanner->channels == 2) { + /* Stereo case. For now assume channel 0 is left and channel right is 1, but should probably add support for a channel map. */ + if (pPanner->mode == ma_pan_mode_balance) { + ma_stereo_balance_pcm_frames(pFramesOut, pFramesIn, frameCount, pPanner->format, pPanner->pan); + } else { + ma_stereo_pan_pcm_frames(pFramesOut, pFramesIn, frameCount, pPanner->format, pPanner->pan); + } + } else { + if (pPanner->channels == 1) { + /* Panning has no effect on mono streams. */ + ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, pPanner->format, pPanner->channels); + } else { + /* For now we're not going to support non-stereo set ups. Not sure how I want to handle this case just yet. */ + ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, pPanner->format, pPanner->channels); + } + } + + return MA_SUCCESS; +} + +MA_API void ma_panner_set_mode(ma_panner* pPanner, ma_pan_mode mode) +{ + if (pPanner == NULL) { + return; + } + + pPanner->mode = mode; +} + +MA_API void ma_panner_set_pan(ma_panner* pPanner, float pan) +{ + if (pPanner == NULL) { + return; + } + + pPanner->pan = ma_clamp(pan, -1.0f, 1.0f); +} + + + + +MA_API ma_fader_config ma_fader_config_init(ma_format format, ma_uint32 channels, ma_uint32 sampleRate) +{ + ma_fader_config config; + + MA_ZERO_OBJECT(&config); + config.format = format; + config.channels = channels; + config.sampleRate = sampleRate; + + return config; +} + + +MA_API ma_result ma_fader_init(const ma_fader_config* pConfig, ma_fader* pFader) +{ + if (pFader == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pFader); + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + /* Only f32 is supported for now. */ + if (pConfig->format != ma_format_f32) { + return MA_INVALID_ARGS; + } + + pFader->config = *pConfig; + pFader->volumeBeg = 1; + pFader->volumeEnd = 1; + pFader->lengthInFrames = 0; + pFader->cursorInFrames = 0; + + return MA_SUCCESS; +} + +MA_API ma_result ma_fader_process_pcm_frames(ma_fader* pFader, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount) +{ + if (pFader == NULL) { + return MA_INVALID_ARGS; + } + + /* Optimized path if volumeBeg and volumeEnd are equal. */ + if (pFader->volumeBeg == pFader->volumeEnd) { + if (pFader->volumeBeg == 1) { + /* Straight copy. */ + ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, pFader->config.format, pFader->config.channels); + } else { + /* Copy with volume. */ + ma_copy_and_apply_volume_and_clip_pcm_frames(pFramesOut, pFramesIn, frameCount, pFader->config.format, pFader->config.channels, pFader->volumeEnd); + } + } else { + /* Slower path. Volumes are different, so may need to do an interpolation. */ + if (pFader->cursorInFrames >= pFader->lengthInFrames) { + /* Fast path. We've gone past the end of the fade period so just apply the end volume to all samples. */ + ma_copy_and_apply_volume_and_clip_pcm_frames(pFramesOut, pFramesIn, frameCount, pFader->config.format, pFader->config.channels, pFader->volumeEnd); + } else { + /* Slow path. This is where we do the actual fading. */ + ma_uint64 iFrame; + ma_uint32 iChannel; + + /* For now we only support f32. Support for other formats will be added later. */ + if (pFader->config.format == ma_format_f32) { + const float* pFramesInF32 = (const float*)pFramesIn; + /* */ float* pFramesOutF32 = ( float*)pFramesOut; + + for (iFrame = 0; iFrame < frameCount; iFrame += 1) { + float a = ma_min(pFader->cursorInFrames + iFrame, pFader->lengthInFrames) / (float)pFader->lengthInFrames; + float volume = ma_mix_f32_fast(pFader->volumeBeg, pFader->volumeEnd, a); + + for (iChannel = 0; iChannel < pFader->config.channels; iChannel += 1) { + pFramesOutF32[iFrame*pFader->config.channels + iChannel] = pFramesInF32[iFrame*pFader->config.channels + iChannel] * volume; + } + } + } else { + return MA_NOT_IMPLEMENTED; + } + } + } + + pFader->cursorInFrames += frameCount; + + return MA_SUCCESS; +} + +MA_API void ma_fader_get_data_format(const ma_fader* pFader, ma_format* pFormat, ma_uint32* pChannels, ma_uint32* pSampleRate) +{ + if (pFader == NULL) { + return; + } + + if (pFormat != NULL) { + *pFormat = pFader->config.format; + } + + if (pChannels != NULL) { + *pChannels = pFader->config.channels; + } + + if (pSampleRate != NULL) { + *pSampleRate = pFader->config.sampleRate; + } +} + +MA_API void ma_fader_set_fade(ma_fader* pFader, float volumeBeg, float volumeEnd, ma_uint64 lengthInFrames) +{ + if (pFader == NULL) { + return; + } + + /* If the volume is negative, use current volume. */ + if (volumeBeg < 0) { + volumeBeg = ma_fader_get_current_volume(pFader); + } + + pFader->volumeBeg = volumeBeg; + pFader->volumeEnd = volumeEnd; + pFader->lengthInFrames = lengthInFrames; + pFader->cursorInFrames = 0; /* Reset cursor. */ +} + +MA_API float ma_fader_get_current_volume(ma_fader* pFader) +{ + if (pFader == NULL) { + return 0.0f; + } + + /* The current volume depends on the position of the cursor. */ + if (pFader->cursorInFrames <= 0) { + return pFader->volumeBeg; + } else if (pFader->cursorInFrames >= pFader->lengthInFrames) { + return pFader->volumeEnd; + } else { + /* The cursor is somewhere inside the fading period. We can figure this out with a simple linear interpoluation between volumeBeg and volumeEnd based on our cursor position. */ + return ma_mix_f32_fast(pFader->volumeBeg, pFader->volumeEnd, pFader->cursorInFrames / (float)pFader->lengthInFrames); + } +} + + + + + +MA_API ma_vec3f ma_vec3f_init_3f(float x, float y, float z) +{ + ma_vec3f v; + + v.x = x; + v.y = y; + v.z = z; + + return v; +} + +MA_API ma_vec3f ma_vec3f_sub(ma_vec3f a, ma_vec3f b) +{ + return ma_vec3f_init_3f( + a.x - b.x, + a.y - b.y, + a.z - b.z + ); +} + +MA_API ma_vec3f ma_vec3f_neg(ma_vec3f a) +{ + return ma_vec3f_init_3f( + -a.x, + -a.y, + -a.z + ); +} + +MA_API float ma_vec3f_dot(ma_vec3f a, ma_vec3f b) +{ + return a.x*b.x + a.y*b.y + a.z*b.z; +} + +MA_API float ma_vec3f_len2(ma_vec3f v) +{ + return ma_vec3f_dot(v, v); +} + +MA_API float ma_vec3f_len(ma_vec3f v) +{ + return (float)ma_sqrtd(ma_vec3f_len2(v)); +} + +MA_API float ma_vec3f_dist(ma_vec3f a, ma_vec3f b) +{ + return ma_vec3f_len(ma_vec3f_sub(a, b)); +} + +MA_API ma_vec3f ma_vec3f_normalize(ma_vec3f v) +{ + float f; + float l = ma_vec3f_len(v); + if (l == 0) { + return ma_vec3f_init_3f(0, 0, 0); + } + + f = 1 / l; + v.x *= f; + v.y *= f; + v.z *= f; + + return v; +} + +MA_API ma_vec3f ma_vec3f_cross(ma_vec3f a, ma_vec3f b) +{ + return ma_vec3f_init_3f( + a.y*b.z - a.z*b.y, + a.z*b.x - a.x*b.z, + a.x*b.y - a.y*b.x + ); +} + + + + +#ifndef MA_DEFAULT_SPEED_OF_SOUND +#define MA_DEFAULT_SPEED_OF_SOUND 343.3f +#endif + +/* +These vectors represent the direction that speakers are facing from the center point. They're used +for panning in the spatializer. Must be normalized. +*/ +static ma_vec3f g_maChannelDirections[MA_CHANNEL_POSITION_COUNT] = { + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_NONE */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_MONO */ + {-0.7071f, 0.0f, -0.7071f }, /* MA_CHANNEL_FRONT_LEFT */ + {+0.7071f, 0.0f, -0.7071f }, /* MA_CHANNEL_FRONT_RIGHT */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_FRONT_CENTER */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_LFE */ + {-0.7071f, 0.0f, +0.7071f }, /* MA_CHANNEL_BACK_LEFT */ + {+0.7071f, 0.0f, +0.7071f }, /* MA_CHANNEL_BACK_RIGHT */ + {-0.3162f, 0.0f, -0.9487f }, /* MA_CHANNEL_FRONT_LEFT_CENTER */ + {+0.3162f, 0.0f, -0.9487f }, /* MA_CHANNEL_FRONT_RIGHT_CENTER */ + { 0.0f, 0.0f, +1.0f }, /* MA_CHANNEL_BACK_CENTER */ + {-1.0f, 0.0f, 0.0f }, /* MA_CHANNEL_SIDE_LEFT */ + {+1.0f, 0.0f, 0.0f }, /* MA_CHANNEL_SIDE_RIGHT */ + { 0.0f, +1.0f, 0.0f }, /* MA_CHANNEL_TOP_CENTER */ + {-0.5774f, +0.5774f, -0.5774f }, /* MA_CHANNEL_TOP_FRONT_LEFT */ + { 0.0f, +0.7071f, -0.7071f }, /* MA_CHANNEL_TOP_FRONT_CENTER */ + {+0.5774f, +0.5774f, -0.5774f }, /* MA_CHANNEL_TOP_FRONT_RIGHT */ + {-0.5774f, +0.5774f, +0.5774f }, /* MA_CHANNEL_TOP_BACK_LEFT */ + { 0.0f, +0.7071f, +0.7071f }, /* MA_CHANNEL_TOP_BACK_CENTER */ + {+0.5774f, +0.5774f, +0.5774f }, /* MA_CHANNEL_TOP_BACK_RIGHT */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_0 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_1 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_2 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_3 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_4 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_5 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_6 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_7 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_8 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_9 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_10 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_11 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_12 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_13 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_14 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_15 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_16 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_17 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_18 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_19 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_20 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_21 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_22 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_23 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_24 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_25 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_26 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_27 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_28 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_29 */ + { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_30 */ + { 0.0f, 0.0f, -1.0f } /* MA_CHANNEL_AUX_31 */ +}; + +static ma_vec3f ma_get_channel_direction(ma_channel channel) +{ + if (channel >= MA_CHANNEL_POSITION_COUNT) { + return ma_vec3f_init_3f(0, 0, -1); + } else { + return g_maChannelDirections[channel]; + } +} + + + +static float ma_attenuation_inverse(float distance, float minDistance, float maxDistance, float rolloff) +{ + if (minDistance >= maxDistance) { + return 1; /* To avoid division by zero. Do not attenuate. */ + } + + return minDistance / (minDistance + rolloff * (ma_clamp(distance, minDistance, maxDistance) - minDistance)); +} + +static float ma_attenuation_linear(float distance, float minDistance, float maxDistance, float rolloff) +{ + if (minDistance >= maxDistance) { + return 1; /* To avoid division by zero. Do not attenuate. */ + } + + return 1 - rolloff * (ma_clamp(distance, minDistance, maxDistance) - minDistance) / (maxDistance - minDistance); +} + +static float ma_attenuation_exponential(float distance, float minDistance, float maxDistance, float rolloff) +{ + if (minDistance >= maxDistance) { + return 1; /* To avoid division by zero. Do not attenuate. */ + } + + return (float)ma_powd(ma_clamp(distance, minDistance, maxDistance) / minDistance, -rolloff); +} + + +/* +Dopper Effect calculation taken from the OpenAL spec, with two main differences: + + 1) The source to listener vector will have already been calcualted at an earlier step so we can + just use that directly. We need only the position of the source relative to the origin. + + 2) We don't scale by a frequency because we actually just want the ratio which we'll plug straight + into the resampler directly. +*/ +static float ma_doppler_pitch(ma_vec3f relativePosition, ma_vec3f sourceVelocity, ma_vec3f listenVelocity, float speedOfSound, float dopplerFactor) +{ + float len; + float vls; + float vss; + + len = ma_vec3f_len(relativePosition); + + /* + There's a case where the position of the source will be right on top of the listener in which + case the length will be 0 and we'll end up with a division by zero. We can just return a ratio + of 1.0 in this case. This is not considered in the OpenAL spec, but is necessary. + */ + if (len == 0) { + return 1.0; + } + + vls = ma_vec3f_dot(relativePosition, listenVelocity) / len; + vss = ma_vec3f_dot(relativePosition, sourceVelocity) / len; + + vls = ma_min(vls, speedOfSound / dopplerFactor); + vss = ma_min(vss, speedOfSound / dopplerFactor); + + return (speedOfSound - dopplerFactor*vls) / (speedOfSound - dopplerFactor*vss); +} + + +static void ma_get_default_channel_map_for_spatializer(ma_channel* pChannelMap, size_t channelMapCap, ma_uint32 channelCount) +{ + /* + Special case for stereo. Want to default the left and right speakers to side left and side + right so that they're facing directly down the X axis rather than slightly forward. Not + doing this will result in sounds being quieter when behind the listener. This might + actually be good for some scenerios, but I don't think it's an appropriate default because + it can be a bit unexpected. + */ + if (channelCount == 2) { + pChannelMap[0] = MA_CHANNEL_SIDE_LEFT; + pChannelMap[1] = MA_CHANNEL_SIDE_RIGHT; + } else { + ma_get_standard_channel_map(ma_standard_channel_map_default, pChannelMap, channelMapCap, channelCount); + } +} + + +MA_API ma_spatializer_listener_config ma_spatializer_listener_config_init(ma_uint32 channelsOut) +{ + ma_spatializer_listener_config config; + + MA_ZERO_OBJECT(&config); + config.channelsOut = channelsOut; + config.pChannelMapOut = NULL; + config.handedness = ma_handedness_right; + config.worldUp = ma_vec3f_init_3f(0, 1, 0); + config.coneInnerAngleInRadians = 6.283185f; /* 360 degrees. */ + config.coneOuterAngleInRadians = 6.283185f; /* 360 degrees. */ + config.coneOuterGain = 0; + config.speedOfSound = 343.3f; /* Same as OpenAL. Used for doppler effect. */ + + return config; +} + + +typedef struct +{ + size_t sizeInBytes; + size_t channelMapOutOffset; +} ma_spatializer_listener_heap_layout; + +static ma_result ma_spatializer_listener_get_heap_layout(const ma_spatializer_listener_config* pConfig, ma_spatializer_listener_heap_layout* pHeapLayout) +{ + MA_ASSERT(pHeapLayout != NULL); + + MA_ZERO_OBJECT(pHeapLayout); + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + if (pConfig->channelsOut == 0) { + return MA_INVALID_ARGS; + } + + pHeapLayout->sizeInBytes = 0; + + /* Channel map. We always need this, even for passthroughs. */ + pHeapLayout->channelMapOutOffset = pHeapLayout->sizeInBytes; + pHeapLayout->sizeInBytes += ma_align_64(sizeof(*pConfig->pChannelMapOut) * pConfig->channelsOut); + + return MA_SUCCESS; +} + + +MA_API ma_result ma_spatializer_listener_get_heap_size(const ma_spatializer_listener_config* pConfig, size_t* pHeapSizeInBytes) +{ + ma_result result; + ma_spatializer_listener_heap_layout heapLayout; + + if (pHeapSizeInBytes == NULL) { + return MA_INVALID_ARGS; + } + + *pHeapSizeInBytes = 0; + + result = ma_spatializer_listener_get_heap_layout(pConfig, &heapLayout); + if (result != MA_SUCCESS) { + return result; + } + + *pHeapSizeInBytes = heapLayout.sizeInBytes; + + return MA_SUCCESS; +} + +MA_API ma_result ma_spatializer_listener_init_preallocated(const ma_spatializer_listener_config* pConfig, void* pHeap, ma_spatializer_listener* pListener) +{ + ma_result result; + ma_spatializer_listener_heap_layout heapLayout; + + if (pListener == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pListener); + + result = ma_spatializer_listener_get_heap_layout(pConfig, &heapLayout); + if (result != MA_SUCCESS) { + return result; + } + + pListener->_pHeap = pHeap; + pListener->config = *pConfig; + pListener->position = ma_vec3f_init_3f(0, 0, 0); + pListener->direction = ma_vec3f_init_3f(0, 0, -1); + pListener->velocity = ma_vec3f_init_3f(0, 0, 0); + + /* Swap the forward direction if we're left handed (it was initialized based on right handed). */ + if (pListener->config.handedness == ma_handedness_left) { + pListener->direction = ma_vec3f_neg(pListener->direction); + } + + + /* We must always have a valid channel map. */ + pListener->config.pChannelMapOut = (ma_channel*)ma_offset_ptr(pHeap, heapLayout.channelMapOutOffset); + + /* Use a slightly different default channel map for stereo. */ + if (pConfig->pChannelMapOut == NULL) { + ma_get_default_channel_map_for_spatializer(pListener->config.pChannelMapOut, pConfig->channelsOut, pConfig->channelsOut); + } else { + ma_channel_map_copy_or_default(pListener->config.pChannelMapOut, pConfig->pChannelMapOut, pConfig->channelsOut); + } + + return MA_SUCCESS; +} + +MA_API ma_result ma_spatializer_listener_init(const ma_spatializer_listener_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_spatializer_listener* pListener) +{ + ma_result result; + size_t heapSizeInBytes; + void* pHeap; + + result = ma_spatializer_listener_get_heap_size(pConfig, &heapSizeInBytes); + if (result != MA_SUCCESS) { + return result; + } + + if (heapSizeInBytes > 0) { + pHeap = ma_malloc(heapSizeInBytes, pAllocationCallbacks); + if (pHeap == NULL) { + return MA_OUT_OF_MEMORY; + } + } else { + pHeap = NULL; + } + + result = ma_spatializer_listener_init_preallocated(pConfig, pHeap, pListener); + if (result != MA_SUCCESS) { + ma_free(pHeap, pAllocationCallbacks); + return result; + } + + pListener->_ownsHeap = MA_TRUE; + return MA_SUCCESS; +} + +MA_API void ma_spatializer_listener_uninit(ma_spatializer_listener* pListener, const ma_allocation_callbacks* pAllocationCallbacks) +{ + if (pListener == NULL) { + return; + } + + if (pListener->_pHeap != NULL && pListener->_ownsHeap) { + ma_free(pListener->_pHeap, pAllocationCallbacks); + } +} + +MA_API ma_channel* ma_spatializer_listener_get_channel_map(ma_spatializer_listener* pListener) +{ + if (pListener == NULL) { + return NULL; + } + + return pListener->config.pChannelMapOut; +} + +MA_API void ma_spatializer_listener_set_cone(ma_spatializer_listener* pListener, float innerAngleInRadians, float outerAngleInRadians, float outerGain) +{ + if (pListener == NULL) { + return; + } + + pListener->config.coneInnerAngleInRadians = innerAngleInRadians; + pListener->config.coneOuterAngleInRadians = outerAngleInRadians; + pListener->config.coneOuterGain = outerGain; +} + +MA_API void ma_spatializer_listener_get_cone(const ma_spatializer_listener* pListener, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) +{ + if (pListener == NULL) { + return; + } + + if (pInnerAngleInRadians != NULL) { + *pInnerAngleInRadians = pListener->config.coneInnerAngleInRadians; + } + + if (pOuterAngleInRadians != NULL) { + *pOuterAngleInRadians = pListener->config.coneOuterAngleInRadians; + } + + if (pOuterGain != NULL) { + *pOuterGain = pListener->config.coneOuterGain; + } +} + +MA_API void ma_spatializer_listener_set_position(ma_spatializer_listener* pListener, float x, float y, float z) +{ + if (pListener == NULL) { + return; + } + + pListener->position = ma_vec3f_init_3f(x, y, z); +} + +MA_API ma_vec3f ma_spatializer_listener_get_position(const ma_spatializer_listener* pListener) +{ + if (pListener == NULL) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return pListener->position; +} + +MA_API void ma_spatializer_listener_set_direction(ma_spatializer_listener* pListener, float x, float y, float z) +{ + if (pListener == NULL) { + return; + } + + pListener->direction = ma_vec3f_init_3f(x, y, z); +} + +MA_API ma_vec3f ma_spatializer_listener_get_direction(const ma_spatializer_listener* pListener) +{ + if (pListener == NULL) { + return ma_vec3f_init_3f(0, 0, -1); + } + + return pListener->direction; +} + +MA_API void ma_spatializer_listener_set_velocity(ma_spatializer_listener* pListener, float x, float y, float z) +{ + if (pListener == NULL) { + return; + } + + pListener->velocity = ma_vec3f_init_3f(x, y, z); +} + +MA_API ma_vec3f ma_spatializer_listener_get_velocity(const ma_spatializer_listener* pListener) +{ + if (pListener == NULL) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return pListener->velocity; +} + +MA_API void ma_spatializer_listener_set_speed_of_sound(ma_spatializer_listener* pListener, float speedOfSound) +{ + if (pListener == NULL) { + return; + } + + pListener->config.speedOfSound = speedOfSound; +} + +MA_API float ma_spatializer_listener_get_speed_of_sound(const ma_spatializer_listener* pListener) +{ + if (pListener == NULL) { + return 0; + } + + return pListener->config.speedOfSound; +} + +MA_API void ma_spatializer_listener_set_world_up(ma_spatializer_listener* pListener, float x, float y, float z) +{ + if (pListener == NULL) { + return; + } + + pListener->config.worldUp = ma_vec3f_init_3f(x, y, z); +} + +MA_API ma_vec3f ma_spatializer_listener_get_world_up(const ma_spatializer_listener* pListener) +{ + if (pListener == NULL) { + return ma_vec3f_init_3f(0, 1, 0); + } + + return pListener->config.worldUp; +} + + + + +MA_API ma_spatializer_config ma_spatializer_config_init(ma_uint32 channelsIn, ma_uint32 channelsOut) +{ + ma_spatializer_config config; + + MA_ZERO_OBJECT(&config); + config.channelsIn = channelsIn; + config.channelsOut = channelsOut; + config.pChannelMapIn = NULL; + config.attenuationModel = ma_attenuation_model_inverse; + config.positioning = ma_positioning_absolute; + config.handedness = ma_handedness_right; + config.minGain = 0; + config.maxGain = 1; + config.minDistance = 1; + config.maxDistance = MA_FLT_MAX; + config.rolloff = 1; + config.coneInnerAngleInRadians = 6.283185f; /* 360 degrees. */ + config.coneOuterAngleInRadians = 6.283185f; /* 360 degress. */ + config.coneOuterGain = 0.0f; + config.dopplerFactor = 1; + config.gainSmoothTimeInFrames = 360; /* 7.5ms @ 48K. */ + + return config; +} + + +static ma_gainer_config ma_spatializer_gainer_config_init(const ma_spatializer_config* pConfig) +{ + MA_ASSERT(pConfig != NULL); + return ma_gainer_config_init(pConfig->channelsOut, pConfig->gainSmoothTimeInFrames); +} + +static ma_result ma_spatializer_validate_config(const ma_spatializer_config* pConfig) +{ + MA_ASSERT(pConfig != NULL); + + if (pConfig->channelsIn == 0 || pConfig->channelsOut == 0) { + return MA_INVALID_ARGS; + } + + return MA_SUCCESS; +} + +typedef struct +{ + size_t sizeInBytes; + size_t channelMapInOffset; + size_t newChannelGainsOffset; + size_t gainerOffset; +} ma_spatializer_heap_layout; + +static ma_result ma_spatializer_get_heap_layout(const ma_spatializer_config* pConfig, ma_spatializer_heap_layout* pHeapLayout) +{ + ma_result result; + + MA_ASSERT(pHeapLayout != NULL); + + MA_ZERO_OBJECT(pHeapLayout); + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + result = ma_spatializer_validate_config(pConfig); + if (result != MA_SUCCESS) { + return result; + } + + pHeapLayout->sizeInBytes = 0; + + /* Channel map. */ + pHeapLayout->channelMapInOffset = MA_SIZE_MAX; /* <-- MA_SIZE_MAX indicates no allocation necessary. */ + if (pConfig->pChannelMapIn != NULL) { + pHeapLayout->channelMapInOffset = pHeapLayout->sizeInBytes; + pHeapLayout->sizeInBytes += ma_align_64(sizeof(*pConfig->pChannelMapIn) * pConfig->channelsIn); + } + + /* New channel gains for output. */ + pHeapLayout->newChannelGainsOffset = pHeapLayout->sizeInBytes; + pHeapLayout->sizeInBytes += ma_align_64(sizeof(float) * pConfig->channelsOut); + + /* Gainer. */ + { + size_t gainerHeapSizeInBytes; + ma_gainer_config gainerConfig; + + gainerConfig = ma_spatializer_gainer_config_init(pConfig); + + result = ma_gainer_get_heap_size(&gainerConfig, &gainerHeapSizeInBytes); + if (result != MA_SUCCESS) { + return result; + } + + pHeapLayout->gainerOffset = pHeapLayout->sizeInBytes; + pHeapLayout->sizeInBytes += ma_align_64(gainerHeapSizeInBytes); + } + + return MA_SUCCESS; +} + +MA_API ma_result ma_spatializer_get_heap_size(const ma_spatializer_config* pConfig, size_t* pHeapSizeInBytes) +{ + ma_result result; + ma_spatializer_heap_layout heapLayout; + + if (pHeapSizeInBytes == NULL) { + return MA_INVALID_ARGS; + } + + *pHeapSizeInBytes = 0; /* Safety. */ + + result = ma_spatializer_get_heap_layout(pConfig, &heapLayout); + if (result != MA_SUCCESS) { + return result; + } + + *pHeapSizeInBytes = heapLayout.sizeInBytes; + + return MA_SUCCESS; +} + + +MA_API ma_result ma_spatializer_init_preallocated(const ma_spatializer_config* pConfig, void* pHeap, ma_spatializer* pSpatializer) +{ + ma_result result; + ma_spatializer_heap_layout heapLayout; + ma_gainer_config gainerConfig; + + if (pSpatializer == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pSpatializer); + + if (pConfig == NULL || pHeap == NULL) { + return MA_INVALID_ARGS; + } + + result = ma_spatializer_get_heap_layout(pConfig, &heapLayout); + if (result != MA_SUCCESS) { + return result; + } + + pSpatializer->_pHeap = pHeap; + pSpatializer->config = *pConfig; + pSpatializer->position = ma_vec3f_init_3f(0, 0, 0); + pSpatializer->direction = ma_vec3f_init_3f(0, 0, -1); + pSpatializer->velocity = ma_vec3f_init_3f(0, 0, 0); + pSpatializer->dopplerPitch = 1; + + /* Swap the forward direction if we're left handed (it was initialized based on right handed). */ + if (pSpatializer->config.handedness == ma_handedness_left) { + pSpatializer->direction = ma_vec3f_neg(pSpatializer->direction); + } + + /* Channel map. This will be on the heap. */ + if (pConfig->pChannelMapIn != NULL) { + pSpatializer->config.pChannelMapIn = (ma_channel*)ma_offset_ptr(pHeap, heapLayout.channelMapInOffset); + ma_channel_map_copy_or_default(pSpatializer->config.pChannelMapIn, pConfig->pChannelMapIn, pSpatializer->config.channelsIn); + } + + /* New channel gains for output channels. */ + pSpatializer->pNewChannelGainsOut = (float*)ma_offset_ptr(pHeap, heapLayout.newChannelGainsOffset); + + /* Gainer. */ + gainerConfig = ma_spatializer_gainer_config_init(pConfig); + + result = ma_gainer_init_preallocated(&gainerConfig, ma_offset_ptr(pHeap, heapLayout.gainerOffset), &pSpatializer->gainer); + if (result != MA_SUCCESS) { + return result; /* Failed to initialize the gainer. */ + } + + return MA_SUCCESS; +} + +MA_API ma_result ma_spatializer_init(const ma_spatializer_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_spatializer* pSpatializer) +{ + ma_result result; + size_t heapSizeInBytes; + void* pHeap; + + /* We'll need a heap allocation to retrieve the size. */ + result = ma_spatializer_get_heap_size(pConfig, &heapSizeInBytes); + if (result != MA_SUCCESS) { + return result; + } + + if (heapSizeInBytes > 0) { + pHeap = ma_malloc(heapSizeInBytes, pAllocationCallbacks); + if (pHeap == NULL) { + return MA_OUT_OF_MEMORY; + } + } else { + pHeap = NULL; + } + + result = ma_spatializer_init_preallocated(pConfig, pHeap, pSpatializer); + if (result != MA_SUCCESS) { + ma_free(pHeap, pAllocationCallbacks); + return result; + } + + pSpatializer->_ownsHeap = MA_TRUE; + return MA_SUCCESS; +} + +MA_API void ma_spatializer_uninit(ma_spatializer* pSpatializer, const ma_allocation_callbacks* pAllocationCallbacks) +{ + if (pSpatializer == NULL) { + return; + } + + ma_gainer_uninit(&pSpatializer->gainer, pAllocationCallbacks); + + if (pSpatializer->_pHeap != NULL && pSpatializer->_ownsHeap) { + ma_free(pSpatializer->_pHeap, pAllocationCallbacks); + } +} + +static float ma_calculate_angular_gain(ma_vec3f dirA, ma_vec3f dirB, float coneInnerAngleInRadians, float coneOuterAngleInRadians, float coneOuterGain) +{ + /* + Angular attenuation. + + Unlike distance gain, the math for this is not specified by the OpenAL spec so we'll just go ahead and figure + this out for ourselves at the expense of possibly being inconsistent with other implementations. + + To do cone attenuation, I'm just using the same math that we'd use to implement a basic spotlight in OpenGL. We + just need to get the direction from the source to the listener and then do a dot product against that and the + direction of the spotlight. Then we just compare that dot product against the cosine of the inner and outer + angles. If the dot product is greater than the the outer angle, we just use coneOuterGain. If it's less than + the inner angle, we just use a gain of 1. Otherwise we linearly interpolate between 1 and coneOuterGain. + */ + if (coneInnerAngleInRadians < 6.283185f) { + float angularGain = 1; + float cutoffInner = (float)ma_cosd(coneInnerAngleInRadians*0.5f); + float cutoffOuter = (float)ma_cosd(coneOuterAngleInRadians*0.5f); + float d; + + d = ma_vec3f_dot(dirA, dirB); + + if (d > cutoffInner) { + /* It's inside the inner angle. */ + angularGain = 1; + } else { + /* It's outside the inner angle. */ + if (d > cutoffOuter) { + /* It's between the inner and outer angle. We need to linearly interpolate between 1 and coneOuterGain. */ + angularGain = ma_mix_f32(coneOuterGain, 1, (d - cutoffOuter) / (cutoffInner - cutoffOuter)); + } else { + /* It's outside the outer angle. */ + angularGain = coneOuterGain; + } + } + + /*printf("d = %f; cutoffInner = %f; cutoffOuter = %f; angularGain = %f\n", d, cutoffInner, cutoffOuter, angularGain);*/ + return angularGain; + } else { + /* Inner angle is 360 degrees so no need to do any attenuation. */ + return 1; + } +} + +MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer, ma_spatializer_listener* pListener, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount) +{ + ma_channel* pChannelMapIn = pSpatializer->config.pChannelMapIn; + ma_channel* pChannelMapOut = pListener->config.pChannelMapOut; + + if (pSpatializer == NULL) { + return MA_INVALID_ARGS; + } + + /* If we're not spatializing we need to run an optimized path. */ + if (pSpatializer->config.attenuationModel == ma_attenuation_model_none) { + /* No attenuation is required, but we'll need to do some channel conversion. */ + if (pSpatializer->config.channelsIn == pSpatializer->config.channelsOut) { + ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, ma_format_f32, pSpatializer->config.channelsIn); + } else { + ma_channel_map_apply_f32((float*)pFramesOut, pChannelMapOut, pSpatializer->config.channelsOut, (const float*)pFramesIn, pChannelMapIn, pSpatializer->config.channelsIn, frameCount, ma_channel_mix_mode_rectangular); /* Safe casts to float* because f32 is the only supported format. */ + } + + /* + We're not doing attenuation so don't bother with doppler for now. I'm not sure if this is + the correct thinking so might need to review this later. + */ + pSpatializer->dopplerPitch = 1; + } else { + /* + Let's first determine which listener the sound is closest to. Need to keep in mind that we + might not have a world or any listeners, in which case we just spatializer based on the + listener being positioned at the origin (0, 0, 0). + */ + ma_vec3f relativePosNormalized; + ma_vec3f relativePos; /* The position relative to the listener. */ + ma_vec3f relativeDir; /* The direction of the sound, relative to the listener. */ + ma_vec3f listenerVel; /* The volocity of the listener. For doppler pitch calculation. */ + float speedOfSound; + float distance = 0; + float gain = 1; + ma_uint32 iChannel; + const ma_uint32 channelsOut = pSpatializer->config.channelsOut; + const ma_uint32 channelsIn = pSpatializer->config.channelsIn; + + /* + We'll need the listener velocity for doppler pitch calculations. The speed of sound is + defined by the listener, so we'll grab that here too. + */ + if (pListener != NULL) { + listenerVel = pListener->velocity; + speedOfSound = pListener->config.speedOfSound; + } else { + listenerVel = ma_vec3f_init_3f(0, 0, 0); + speedOfSound = MA_DEFAULT_SPEED_OF_SOUND; + } + + if (pListener == NULL || pSpatializer->config.positioning == ma_positioning_relative) { + /* There's no listener or we're using relative positioning. */ + relativePos = pSpatializer->position; + relativeDir = pSpatializer->direction; + } else { + /* + We've found a listener and we're using absolute positioning. We need to transform the + sound's position and direction so that it's relative to listener. Later on we'll use + this for determining the factors to apply to each channel to apply the panning effect. + */ + ma_vec3f v; + ma_vec3f axisX; + ma_vec3f axisY; + ma_vec3f axisZ; + float m[4][4]; + + /* + We need to calcualte the right vector from our forward and up vectors. This is done with + a cross product. + */ + axisZ = ma_vec3f_normalize(pListener->direction); /* Normalization required here because we can't trust the caller. */ + axisX = ma_vec3f_normalize(ma_vec3f_cross(axisZ, pListener->config.worldUp)); /* Normalization required here because the world up vector may not be perpendicular with the forward vector. */ + + /* + The calculation of axisX above can result in a zero-length vector if the listener is + looking straight up on the Y axis. We'll need to fall back to a +X in this case so that + the calculations below don't fall apart. This is where a quaternion based listener and + sound orientation would come in handy. + */ + if (ma_vec3f_len2(axisX) == 0) { + axisX = ma_vec3f_init_3f(1, 0, 0); + } + + axisY = ma_vec3f_cross(axisX, axisZ); /* No normalization is required here because axisX and axisZ are unit length and perpendicular. */ + + /* + We need to swap the X axis if we're left handed because otherwise the cross product above + will have resulted in it pointing in the wrong direction (right handed was assumed in the + cross products above). + */ + if (pListener->config.handedness == ma_handedness_left) { + axisX = ma_vec3f_neg(axisX); + } + + /* Lookat. */ + m[0][0] = axisX.x; m[1][0] = axisX.y; m[2][0] = axisX.z; m[3][0] = -ma_vec3f_dot(axisX, pListener->position); + m[0][1] = axisY.x; m[1][1] = axisY.y; m[2][1] = axisY.z; m[3][1] = -ma_vec3f_dot(axisY, pListener->position); + m[0][2] = -axisZ.x; m[1][2] = -axisZ.y; m[2][2] = -axisZ.z; m[3][2] = -ma_vec3f_dot(ma_vec3f_neg(axisZ), pListener->position); + m[0][3] = 0; m[1][3] = 0; m[2][3] = 0; m[3][3] = 1; + + /* + Multiply the lookat matrix by the spatializer position to transform it to listener + space. This allows calculations to work based on the sound being relative to the + origin which makes things simpler. + */ + v = pSpatializer->position; + relativePos.x = m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * 1; + relativePos.y = m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * 1; + relativePos.z = m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * 1; + + /* + The direction of the sound needs to also be transformed so that it's relative to the + rotation of the listener. + */ + v = pSpatializer->direction; + relativeDir.x = m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z; + relativeDir.y = m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z; + relativeDir.z = m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z; + } + + distance = ma_vec3f_len(relativePos); + + /* We've gathered the data, so now we can apply some spatialization. */ + switch (pSpatializer->config.attenuationModel) { + case ma_attenuation_model_inverse: + { + gain = ma_attenuation_inverse(distance, pSpatializer->config.minDistance, pSpatializer->config.maxDistance, pSpatializer->config.rolloff); + } break; + case ma_attenuation_model_linear: + { + gain = ma_attenuation_linear(distance, pSpatializer->config.minDistance, pSpatializer->config.maxDistance, pSpatializer->config.rolloff); + } break; + case ma_attenuation_model_exponential: + { + gain = ma_attenuation_exponential(distance, pSpatializer->config.minDistance, pSpatializer->config.maxDistance, pSpatializer->config.rolloff); + } break; + case ma_attenuation_model_none: + default: + { + gain = 1; + } break; + } + + /* Normalize the position. */ + if (distance > 0.001f) { + float distanceInv = 1/distance; + relativePosNormalized = relativePos; + relativePosNormalized.x *= distanceInv; + relativePosNormalized.y *= distanceInv; + relativePosNormalized.z *= distanceInv; + } else { + distance = 0; + relativePosNormalized = ma_vec3f_init_3f(0, 0, 0); + } + + /* + Angular attenuation. + + Unlike distance gain, the math for this is not specified by the OpenAL spec so we'll just go ahead and figure + this out for ourselves at the expense of possibly being inconsistent with other implementations. + + To do cone attenuation, I'm just using the same math that we'd use to implement a basic spotlight in OpenGL. We + just need to get the direction from the source to the listener and then do a dot product against that and the + direction of the spotlight. Then we just compare that dot product against the cosine of the inner and outer + angles. If the dot product is greater than the the outer angle, we just use coneOuterGain. If it's less than + the inner angle, we just use a gain of 1. Otherwise we linearly interpolate between 1 and coneOuterGain. + */ + if (distance > 0) { + /* Source anglular gain. */ + gain *= ma_calculate_angular_gain(relativeDir, ma_vec3f_neg(relativePosNormalized), pSpatializer->config.coneInnerAngleInRadians, pSpatializer->config.coneOuterAngleInRadians, pSpatializer->config.coneOuterGain); + + /* + We're supporting angular gain on the listener as well for those who want to reduce the volume of sounds that + are positioned behind the listener. On default settings, this will have no effect. + */ + if (pListener != NULL && pListener->config.coneInnerAngleInRadians < 6.283185f) { + ma_vec3f listenerDirection; + float listenerInnerAngle; + float listenerOuterAngle; + float listenerOuterGain; + + if (pListener->config.handedness == ma_handedness_right) { + listenerDirection = ma_vec3f_init_3f(0, 0, -1); + } else { + listenerDirection = ma_vec3f_init_3f(0, 0, +1); + } + + listenerInnerAngle = pListener->config.coneInnerAngleInRadians; + listenerOuterAngle = pListener->config.coneOuterAngleInRadians; + listenerOuterGain = pListener->config.coneOuterGain; + + gain *= ma_calculate_angular_gain(listenerDirection, relativePosNormalized, listenerInnerAngle, listenerOuterAngle, listenerOuterGain); + } + } else { + /* The sound is right on top of the listener. Don't do any angular attenuation. */ + } + + + /* Clamp the gain. */ + gain = ma_clamp(gain, pSpatializer->config.minGain, pSpatializer->config.maxGain); + + /* + Panning. This is where we'll apply the gain and convert to the output channel count. We have an optimized path for + when we're converting to a mono stream. In that case we don't really need to do any panning - we just apply the + gain to the final output. + */ + /*printf("distance=%f; gain=%f\n", distance, gain);*/ + + /* We must have a valid channel map here to ensure we spatialize properly. */ + MA_ASSERT(pChannelMapOut != NULL); + + /* + We're not converting to mono so we'll want to apply some panning. This is where the feeling of something being + to the left, right, infront or behind the listener is calculated. I'm just using a basic model here. Note that + the code below is not based on any specific algorithm. I'm just implementing this off the top of my head and + seeing how it goes. There might be better ways to do this. + + To determine the direction of the sound relative to a speaker I'm using dot products. Each speaker is given a + direction. For example, the left channel in a stereo system will be -1 on the X axis and the right channel will + be +1 on the X axis. A dot product is performed against the direction vector of the channel and the normalized + position of the sound. + */ + for (iChannel = 0; iChannel < channelsOut; iChannel += 1) { + pSpatializer->pNewChannelGainsOut[iChannel] = gain; + } + + /* Convert to our output channel count. */ + ma_channel_map_apply_f32((float*)pFramesOut, pChannelMapOut, channelsOut, (const float*)pFramesIn, pChannelMapIn, channelsIn, frameCount, ma_channel_mix_mode_rectangular); + + /* + Calculate our per-channel gains. We do this based on the normalized relative position of the sound and it's + relation to the direction of the channel. + */ + if (distance > 0) { + ma_vec3f unitPos = relativePos; + float distanceInv = 1/distance; + unitPos.x *= distanceInv; + unitPos.y *= distanceInv; + unitPos.z *= distanceInv; + + for (iChannel = 0; iChannel < channelsOut; iChannel += 1) { + ma_channel channelOut; + float d; + + channelOut = ma_channel_map_get_channel(pChannelMapOut, channelsOut, iChannel); + if (ma_is_spatial_channel_position(channelOut)) { + d = ma_vec3f_dot(unitPos, ma_get_channel_direction(channelOut)); + } else { + d = 1; /* It's not a spatial channel so there's no real notion of direction. */ + } + + /* + In my testing, if the panning effect is too aggressive it makes spatialization feel uncomfortable. + The "dMin" variable below is used to control the aggressiveness of the panning effect. When set to + 0, panning will be most extreme and any sounds that are positioned on the opposite side of the + speaker will be completely silent from that speaker. Not only does this feel uncomfortable, it + doesn't even remotely represent the real world at all because sounds that come from your right side + are still clearly audible from your left side. Setting "dMin" to 1 will result in no panning at + all, which is also not ideal. By setting it to something greater than 0, the spatialization effect + becomes much less dramatic and a lot more bearable. + + Summary: 0 = more extreme panning; 1 = no panning. + */ + float dMin = 0.2f; /* TODO: Consider making this configurable. */ + + /* + At this point, "d" will be positive if the sound is on the same side as the channel and negative if + it's on the opposite side. It will be in the range of -1..1. There's two ways I can think of to + calculate a panning value. The first is to simply convert it to 0..1, however this has a problem + which I'm not entirely happy with. Considering a stereo system, when a sound is positioned right + in front of the listener it'll result in each speaker getting a gain of 0.5. I don't know if I like + the idea of having a scaling factor of 0.5 being applied to a sound when it's sitting right in front + of the listener. I would intuitively expect that to be played at full volume, or close to it. + + The second idea I think of is to only apply a reduction in gain when the sound is on the opposite + side of the speaker. That is, reduce the gain only when the dot product is negative. The problem + with this is that there will not be any attenuation as the sound sweeps around the 180 degrees + where the dot product is positive. The idea with this option is that you leave the gain at 1 when + the sound is being played on the same side as the speaker and then you just reduce the volume when + the sound is on the other side. + + The summarize, I think the first option should give a better sense of spatialization, but the second + option is better for preserving the sound's power. + + UPDATE: In my testing, I find the first option to sound better. You can feel the sense of space a + bit better, but you can also hear the reduction in volume when it's right in front. + */ + #if 1 + { + /* + Scale the dot product from -1..1 to 0..1. Will result in a sound directly in front losing power + by being played at 0.5 gain. + */ + d = (d + 1) * 0.5f; /* -1..1 to 0..1 */ + d = ma_max(d, dMin); + pSpatializer->pNewChannelGainsOut[iChannel] *= d; + } + #else + { + /* + Only reduce the volume of the sound if it's on the opposite side. This path keeps the volume more + consistent, but comes at the expense of a worse sense of space and positioning. + */ + if (d < 0) { + d += 1; /* Move into the positive range. */ + d = ma_max(d, dMin); + channelGainsOut[iChannel] *= d; + } + } + #endif + } + } else { + /* Assume the sound is right on top of us. Don't do any panning. */ + } + + /* Now we need to apply the volume to each channel. This needs to run through the gainer to ensure we get a smooth volume transition. */ + ma_gainer_set_gains(&pSpatializer->gainer, pSpatializer->pNewChannelGainsOut); + ma_gainer_process_pcm_frames(&pSpatializer->gainer, pFramesOut, pFramesOut, frameCount); + + /* + Before leaving we'll want to update our doppler pitch so that the caller can apply some + pitch shifting if they desire. Note that we need to negate the relative position here + because the doppler calculation needs to be source-to-listener, but ours is listener-to- + source. + */ + if (pSpatializer->config.dopplerFactor > 0) { + pSpatializer->dopplerPitch = ma_doppler_pitch(ma_vec3f_sub(pListener->position, pSpatializer->position), pSpatializer->velocity, listenerVel, speedOfSound, pSpatializer->config.dopplerFactor); + } else { + pSpatializer->dopplerPitch = 1; + } + } + + return MA_SUCCESS; +} + +MA_API ma_uint32 ma_spatializer_get_input_channels(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return 0; + } + + return pSpatializer->config.channelsIn; +} + +MA_API ma_uint32 ma_spatializer_get_output_channels(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return 0; + } + + return pSpatializer->config.channelsOut; +} + +MA_API void ma_spatializer_set_attenuation_model(ma_spatializer* pSpatializer, ma_attenuation_model attenuationModel) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.attenuationModel = attenuationModel; +} + +MA_API ma_attenuation_model ma_spatializer_get_attenuation_model(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return ma_attenuation_model_none; + } + + return pSpatializer->config.attenuationModel; +} + +MA_API void ma_spatializer_set_positioning(ma_spatializer* pSpatializer, ma_positioning positioning) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.positioning = positioning; +} + +MA_API ma_positioning ma_spatializer_get_positioning(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return ma_positioning_absolute; + } + + return pSpatializer->config.positioning; +} + +MA_API void ma_spatializer_set_rolloff(ma_spatializer* pSpatializer, float rolloff) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.rolloff = rolloff; +} + +MA_API float ma_spatializer_get_rolloff(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return 0; + } + + return pSpatializer->config.rolloff; +} + +MA_API void ma_spatializer_set_min_gain(ma_spatializer* pSpatializer, float minGain) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.minGain = minGain; +} + +MA_API float ma_spatializer_get_min_gain(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return 0; + } + + return pSpatializer->config.minGain; +} + +MA_API void ma_spatializer_set_max_gain(ma_spatializer* pSpatializer, float maxGain) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.maxGain = maxGain; +} + +MA_API float ma_spatializer_get_max_gain(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return 0; + } + + return pSpatializer->config.maxGain; +} + +MA_API void ma_spatializer_set_min_distance(ma_spatializer* pSpatializer, float minDistance) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.minDistance = minDistance; +} + +MA_API float ma_spatializer_get_min_distance(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return 0; + } + + return pSpatializer->config.minDistance; +} + +MA_API void ma_spatializer_set_max_distance(ma_spatializer* pSpatializer, float maxDistance) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.maxDistance = maxDistance; +} + +MA_API float ma_spatializer_get_max_distance(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return 0; + } + + return pSpatializer->config.maxDistance; +} + +MA_API void ma_spatializer_set_cone(ma_spatializer* pSpatializer, float innerAngleInRadians, float outerAngleInRadians, float outerGain) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.coneInnerAngleInRadians = innerAngleInRadians; + pSpatializer->config.coneOuterAngleInRadians = outerAngleInRadians; + pSpatializer->config.coneOuterGain = outerGain; +} + +MA_API void ma_spatializer_get_cone(const ma_spatializer* pSpatializer, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) +{ + if (pSpatializer == NULL) { + return; + } + + if (pInnerAngleInRadians != NULL) { + *pInnerAngleInRadians = pSpatializer->config.coneInnerAngleInRadians; + } + + if (pOuterAngleInRadians != NULL) { + *pOuterAngleInRadians = pSpatializer->config.coneOuterAngleInRadians; + } + + if (pOuterGain != NULL) { + *pOuterGain = pSpatializer->config.coneOuterGain; + } +} + +MA_API void ma_spatializer_set_doppler_factor(ma_spatializer* pSpatializer, float dopplerFactor) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->config.dopplerFactor = dopplerFactor; +} + +MA_API float ma_spatializer_get_doppler_factor(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return 1; + } + + return pSpatializer->config.dopplerFactor; +} + +MA_API void ma_spatializer_set_position(ma_spatializer* pSpatializer, float x, float y, float z) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->position = ma_vec3f_init_3f(x, y, z); +} + +MA_API ma_vec3f ma_spatializer_get_position(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return pSpatializer->position; +} + +MA_API void ma_spatializer_set_direction(ma_spatializer* pSpatializer, float x, float y, float z) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->direction = ma_vec3f_init_3f(x, y, z); +} + +MA_API ma_vec3f ma_spatializer_get_direction(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return ma_vec3f_init_3f(0, 0, -1); + } + + return pSpatializer->direction; +} + +MA_API void ma_spatializer_set_velocity(ma_spatializer* pSpatializer, float x, float y, float z) +{ + if (pSpatializer == NULL) { + return; + } + + pSpatializer->velocity = ma_vec3f_init_3f(x, y, z); +} + +MA_API ma_vec3f ma_spatializer_get_velocity(const ma_spatializer* pSpatializer) +{ + if (pSpatializer == NULL) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return pSpatializer->velocity; +} + + + + +/************************************************************************************************************************************************************** + +Engine + +**************************************************************************************************************************************************************/ +#define MA_SEEK_TARGET_NONE (~(ma_uint64)0) + +MA_API ma_engine_node_config ma_engine_node_config_init(ma_engine* pEngine, ma_engine_node_type type, ma_uint32 flags) +{ + ma_engine_node_config config; + + MA_ZERO_OBJECT(&config); + config.pEngine = pEngine; + config.type = type; + config.isPitchDisabled = (flags & MA_SOUND_FLAG_NO_PITCH) != 0; + config.isSpatializationDisabled = (flags & MA_SOUND_FLAG_NO_SPATIALIZATION) != 0; + + return config; +} + + +static void ma_engine_node_update_pitch_if_required(ma_engine_node* pEngineNode) +{ + ma_bool32 isUpdateRequired = MA_FALSE; + float newPitch; + + MA_ASSERT(pEngineNode != NULL); + + newPitch = c89atomic_load_explicit_f32(&pEngineNode->pitch, c89atomic_memory_order_acquire); + + if (pEngineNode->oldPitch != newPitch) { + pEngineNode->oldPitch = newPitch; + isUpdateRequired = MA_TRUE; + } + + if (pEngineNode->oldDopplerPitch != pEngineNode->spatializer.dopplerPitch) { + pEngineNode->oldDopplerPitch = pEngineNode->spatializer.dopplerPitch; + isUpdateRequired = MA_TRUE; + } + + if (isUpdateRequired) { + float basePitch = (float)pEngineNode->sampleRate / ma_engine_get_sample_rate(pEngineNode->pEngine); + ma_linear_resampler_set_rate_ratio(&pEngineNode->resampler, basePitch * pEngineNode->oldPitch * pEngineNode->oldDopplerPitch); + } +} + +static ma_bool32 ma_engine_node_is_pitching_enabled(const ma_engine_node* pEngineNode) +{ + MA_ASSERT(pEngineNode != NULL); + + /* Don't try to be clever by skiping resampling in the pitch=1 case or else you'll glitch when moving away from 1. */ + return !c89atomic_load_explicit_8(&pEngineNode->isPitchDisabled, c89atomic_memory_order_acquire); +} + +static ma_bool32 ma_engine_node_is_spatialization_enabled(const ma_engine_node* pEngineNode) +{ + MA_ASSERT(pEngineNode != NULL); + + return !c89atomic_load_explicit_8(&pEngineNode->isSpatializationDisabled, c89atomic_memory_order_acquire); +} + +static ma_uint64 ma_engine_node_get_required_input_frame_count(const ma_engine_node* pEngineNode, ma_uint64 outputFrameCount) +{ + ma_uint64 inputFrameCount = 0; + + if (ma_engine_node_is_pitching_enabled(pEngineNode)) { + ma_result result = ma_linear_resampler_get_required_input_frame_count(&pEngineNode->resampler, outputFrameCount, &inputFrameCount); + if (result != MA_SUCCESS) { + inputFrameCount = 0; + } + } else { + inputFrameCount = outputFrameCount; /* No resampling, so 1:1. */ + } + + return inputFrameCount; +} + +static void ma_engine_node_process_pcm_frames__general(ma_engine_node* pEngineNode, const float** ppFramesIn, ma_uint32* pFrameCountIn, float** ppFramesOut, ma_uint32* pFrameCountOut) +{ + ma_uint32 frameCountIn; + ma_uint32 frameCountOut; + ma_uint32 totalFramesProcessedIn; + ma_uint32 totalFramesProcessedOut; + ma_uint32 channelsIn; + ma_uint32 channelsOut; + ma_bool32 isPitchingEnabled; + ma_bool32 isFadingEnabled; + ma_bool32 isSpatializationEnabled; + ma_bool32 isPanningEnabled; + + frameCountIn = *pFrameCountIn; + frameCountOut = *pFrameCountOut; + + channelsIn = ma_spatializer_get_input_channels(&pEngineNode->spatializer); + channelsOut = ma_spatializer_get_output_channels(&pEngineNode->spatializer); + + totalFramesProcessedIn = 0; + totalFramesProcessedOut = 0; + + isPitchingEnabled = ma_engine_node_is_pitching_enabled(pEngineNode); + isFadingEnabled = pEngineNode->fader.volumeBeg != 1 || pEngineNode->fader.volumeEnd != 1; + isSpatializationEnabled = ma_engine_node_is_spatialization_enabled(pEngineNode); + isPanningEnabled = pEngineNode->panner.pan != 0 && channelsOut != 1; + + /* Keep going while we've still got data available for processing. */ + while (totalFramesProcessedOut < frameCountOut) { + /* + We need to process in a specific order. We always do resampling first because it's likely + we're going to be increasing the channel count after spatialization. Also, I want to do + fading based on the output sample rate. + + We'll first read into a buffer from the resampler. Then we'll do all processing that + operates on the on the input channel count. We'll then get the spatializer to output to + the output buffer and then do all effects from that point directly in the output buffer + in-place. + + Note that we're always running the resampler. If we try to be clever and skip resampling + when the pitch is 1, we'll get a glitch when we move away from 1, back to 1, and then + away from 1 again. We'll want to implement any pitch=1 optimizations in the resampler + itself. + + There's a small optimization here that we'll utilize since it might be a fairly common + case. When the input and output channel counts are the same, we'll read straight into the + output buffer from the resampler and do everything in-place. + */ + const float* pRunningFramesIn; + float* pRunningFramesOut; + float* pWorkingBuffer; /* This is the buffer that we'll be processing frames in. This is in input channels. */ + float temp[MA_DATA_CONVERTER_STACK_BUFFER_SIZE / sizeof(float)]; + ma_uint32 tempCapInFrames = ma_countof(temp) / channelsIn; + ma_uint32 framesAvailableIn; + ma_uint32 framesAvailableOut; + ma_uint32 framesJustProcessedIn; + ma_uint32 framesJustProcessedOut; + ma_bool32 isWorkingBufferValid = MA_FALSE; + + framesAvailableIn = frameCountIn - totalFramesProcessedIn; + framesAvailableOut = frameCountOut - totalFramesProcessedOut; + + pRunningFramesIn = ma_offset_pcm_frames_const_ptr_f32(ppFramesIn[0], totalFramesProcessedIn, channelsIn); + pRunningFramesOut = ma_offset_pcm_frames_ptr_f32(ppFramesOut[0], totalFramesProcessedOut, channelsOut); + + if (channelsIn == channelsOut) { + /* Fast path. Channel counts are the same. No need for an intermediary input buffer. */ + pWorkingBuffer = pRunningFramesOut; + } else { + /* Slow path. Channel counts are different. Need to use an intermediary input buffer. */ + pWorkingBuffer = temp; + if (framesAvailableOut > tempCapInFrames) { + framesAvailableOut = tempCapInFrames; + } + } + + /* First is resampler. */ + if (isPitchingEnabled) { + ma_uint64 resampleFrameCountIn = framesAvailableIn; + ma_uint64 resampleFrameCountOut = framesAvailableOut; + + ma_linear_resampler_process_pcm_frames(&pEngineNode->resampler, pRunningFramesIn, &resampleFrameCountIn, pWorkingBuffer, &resampleFrameCountOut); + isWorkingBufferValid = MA_TRUE; + + framesJustProcessedIn = (ma_uint32)resampleFrameCountIn; + framesJustProcessedOut = (ma_uint32)resampleFrameCountOut; + } else { + framesJustProcessedIn = framesAvailableIn; + framesJustProcessedOut = framesAvailableOut; + } + + /* Fading. */ + if (isFadingEnabled) { + if (isWorkingBufferValid) { + ma_fader_process_pcm_frames(&pEngineNode->fader, pWorkingBuffer, pWorkingBuffer, framesJustProcessedOut); /* In-place processing. */ + } else { + ma_fader_process_pcm_frames(&pEngineNode->fader, pWorkingBuffer, pRunningFramesIn, framesJustProcessedOut); + isWorkingBufferValid = MA_TRUE; + } + } + + /* + If at this point we still haven't actually done anything with the working buffer we need + to just read straight from the input buffer. + */ + if (isWorkingBufferValid == MA_FALSE) { + pWorkingBuffer = (float*)pRunningFramesIn; /* Naughty const cast, but it's safe at this point because we won't ever be writing to it from this point out. */ + } + + /* Spatialization. */ + if (isSpatializationEnabled) { + ma_uint32 iListener; + + /* + When determining the listener to use, we first check to see if the sound is pinned to a + specific listener. If so, we use that. Otherwise we just use the closest listener. + */ + if (pEngineNode->pinnedListenerIndex != MA_LISTENER_INDEX_CLOSEST && pEngineNode->pinnedListenerIndex < ma_engine_get_listener_count(pEngineNode->pEngine)) { + iListener = pEngineNode->pinnedListenerIndex; + } else { + iListener = ma_engine_find_closest_listener(pEngineNode->pEngine, pEngineNode->spatializer.position.x, pEngineNode->spatializer.position.y, pEngineNode->spatializer.position.z); + } + + ma_spatializer_process_pcm_frames(&pEngineNode->spatializer, &pEngineNode->pEngine->listeners[iListener], pRunningFramesOut, pWorkingBuffer, framesJustProcessedOut); + } else { + /* No spatialization, but we still need to do channel conversion. */ + if (channelsIn == channelsOut) { + /* No channel conversion required. Just copy straight to the output buffer. */ + ma_copy_pcm_frames(pRunningFramesOut, pWorkingBuffer, framesJustProcessedOut, ma_format_f32, channelsOut); + } else { + /* Channel conversion required. TODO: Add support for channel maps here. */ + ma_channel_map_apply_f32(pRunningFramesOut, NULL, channelsOut, pWorkingBuffer, NULL, channelsIn, framesJustProcessedOut, ma_channel_mix_mode_simple); + } + } + + /* At this point we can guarantee that the output buffer contains valid data. We can process everything in place now. */ + + /* Panning. */ + if (isPanningEnabled) { + ma_panner_process_pcm_frames(&pEngineNode->panner, pRunningFramesOut, pRunningFramesOut, framesJustProcessedOut); /* In-place processing. */ + } + + /* We're done for this chunk. */ + totalFramesProcessedIn += framesJustProcessedIn; + totalFramesProcessedOut += framesJustProcessedOut; + + /* If we didn't process any output frames this iteration it means we've either run out of input data, or run out of room in the output buffer. */ + if (framesJustProcessedOut == 0) { + break; + } + } + + /* At this point we're done processing. */ + *pFrameCountIn = totalFramesProcessedIn; + *pFrameCountOut = totalFramesProcessedOut; +} + +static void ma_engine_node_process_pcm_frames__sound(ma_node* pNode, const float** ppFramesIn, ma_uint32* pFrameCountIn, float** ppFramesOut, ma_uint32* pFrameCountOut) +{ + /* For sounds, we need to first read from the data source. Then we need to apply the engine effects (pan, pitch, fades, etc.). */ + ma_result result = MA_SUCCESS; + ma_sound* pSound = (ma_sound*)pNode; + ma_uint32 frameCount = *pFrameCountOut; + ma_uint32 totalFramesRead = 0; + ma_format dataSourceFormat; + ma_uint32 dataSourceChannels; + ma_uint8 temp[MA_DATA_CONVERTER_STACK_BUFFER_SIZE]; + ma_uint32 tempCapInFrames; + + /* This is a data source node which means no input buses. */ + (void)ppFramesIn; + (void)pFrameCountIn; + + /* If we're marked at the end we need to stop the sound and do nothing. */ + if (ma_sound_at_end(pSound)) { + ma_sound_stop(pSound); + *pFrameCountOut = 0; + return; + } + + /* If we're seeking, do so now before reading. */ + if (pSound->seekTarget != MA_SEEK_TARGET_NONE) { + ma_data_source_seek_to_pcm_frame(pSound->pDataSource, pSound->seekTarget); + + /* Any time-dependant effects need to have their times updated. */ + ma_node_set_time(pSound, pSound->seekTarget); + + pSound->seekTarget = MA_SEEK_TARGET_NONE; + } + + /* + We want to update the pitch once. For sounds, this can be either at the start or at the end. If + we don't force this to only ever be updating once, we could end up in a situation where + retrieving the required input frame count ends up being different to what we actually retrieve. + What could happen is that the required input frame count is calculated, the pitch is update, + and then this processing function is called resulting in a different number of input frames + being processed. Do not call this in ma_engine_node_process_pcm_frames__general() or else + you'll hit the aforementioned bug. + */ + ma_engine_node_update_pitch_if_required(&pSound->engineNode); + + /* + For the convenience of the caller, we're doing to allow data sources to use non-floating-point formats and channel counts that differ + from the main engine. + */ + result = ma_data_source_get_data_format(pSound->pDataSource, &dataSourceFormat, &dataSourceChannels, NULL, NULL, 0); + if (result == MA_SUCCESS) { + tempCapInFrames = sizeof(temp) / ma_get_bytes_per_frame(dataSourceFormat, dataSourceChannels); + + /* Keep reading until we've read as much as was requested or we reach the end of the data source. */ + while (totalFramesRead < frameCount) { + ma_uint32 framesRemaining = frameCount - totalFramesRead; + ma_uint32 framesToRead; + ma_uint64 framesJustRead; + ma_uint32 frameCountIn; + ma_uint32 frameCountOut; + const float* pRunningFramesIn; + float* pRunningFramesOut; + + /* + The first thing we need to do is read into the temporary buffer. We can calculate exactly + how many input frames we'll need after resampling. + */ + framesToRead = (ma_uint32)ma_engine_node_get_required_input_frame_count(&pSound->engineNode, framesRemaining); + if (framesToRead > tempCapInFrames) { + framesToRead = tempCapInFrames; + } + + result = ma_data_source_read_pcm_frames(pSound->pDataSource, temp, framesToRead, &framesJustRead, ma_sound_is_looping(pSound)); + + /* If we reached the end of the sound we'll want to mark it as at the end and stop it. This should never be returned for looping sounds. */ + if (result == MA_AT_END) { + c89atomic_exchange_8(&pSound->atEnd, MA_TRUE); /* This will be set to false in ma_sound_start(). */ + } + + pRunningFramesOut = ma_offset_pcm_frames_ptr_f32(ppFramesOut[0], totalFramesRead, ma_engine_get_channels(ma_sound_get_engine(pSound))); + + frameCountIn = (ma_uint32)framesJustRead; + frameCountOut = framesRemaining; + + /* Convert if necessary. */ + if (dataSourceFormat == ma_format_f32) { + /* Fast path. No data conversion necessary. */ + pRunningFramesIn = (float*)temp; + ma_engine_node_process_pcm_frames__general(&pSound->engineNode, &pRunningFramesIn, &frameCountIn, &pRunningFramesOut, &frameCountOut); + } else { + /* Slow path. Need to do sample format conversion to f32. If we give the f32 buffer the same count as the first temp buffer, we're guaranteed it'll be large enough. */ + float tempf32[MA_DATA_CONVERTER_STACK_BUFFER_SIZE]; /* Do not do `MA_DATA_CONVERTER_STACK_BUFFER_SIZE/sizeof(float)` here like we've done in other places. */ + ma_convert_pcm_frames_format(tempf32, ma_format_f32, temp, dataSourceFormat, framesJustRead, dataSourceChannels, ma_dither_mode_none); + + /* Now that we have our samples in f32 format we can process like normal. */ + pRunningFramesIn = tempf32; + ma_engine_node_process_pcm_frames__general(&pSound->engineNode, &pRunningFramesIn, &frameCountIn, &pRunningFramesOut, &frameCountOut); + } + + /* We should have processed all of our input frames since we calculated the required number of input frames at the top. */ + MA_ASSERT(frameCountIn == framesJustRead); + totalFramesRead += (ma_uint32)frameCountOut; /* Safe cast. */ + + if (result != MA_SUCCESS || ma_sound_at_end(pSound)) { + break; /* Might have reached the end. */ + } + } + } + + *pFrameCountOut = totalFramesRead; +} + +static void ma_engine_node_process_pcm_frames__group(ma_node* pNode, const float** ppFramesIn, ma_uint32* pFrameCountIn, float** ppFramesOut, ma_uint32* pFrameCountOut) +{ + /* + Make sure the pitch is updated before trying to read anything. It's important that this is done + only once and not in ma_engine_node_process_pcm_frames__general(). The reason for this is that + ma_engine_node_process_pcm_frames__general() will call ma_engine_node_get_required_input_frame_count(), + and if another thread modifies the pitch just after that call it can result in a glitch due to + the input rate changing. + */ + ma_engine_node_update_pitch_if_required((ma_engine_node*)pNode); + + /* For groups, the input data has already been read and we just need to apply the effect. */ + ma_engine_node_process_pcm_frames__general((ma_engine_node*)pNode, ppFramesIn, pFrameCountIn, ppFramesOut, pFrameCountOut); +} + +static ma_result ma_engine_node_get_required_input_frame_count__group(ma_node* pNode, ma_uint32 outputFrameCount, ma_uint32* pInputFrameCount) +{ + ma_uint64 inputFrameCount; + + MA_ASSERT(pInputFrameCount != NULL); + + /* Our pitch will affect this calculation. We need to update it. */ + ma_engine_node_update_pitch_if_required((ma_engine_node*)pNode); + + inputFrameCount = ma_engine_node_get_required_input_frame_count((ma_engine_node*)pNode, outputFrameCount); + if (inputFrameCount > 0xFFFFFFFF) { + inputFrameCount = 0xFFFFFFFF; /* Will never happen because miniaudio will only ever process in relatively small chunks. */ + } + + *pInputFrameCount = (ma_uint32)inputFrameCount; + + return MA_SUCCESS; +} + + +static ma_node_vtable g_ma_engine_node_vtable__sound = +{ + ma_engine_node_process_pcm_frames__sound, + NULL, /* onGetRequiredInputFrameCount */ + 0, /* Sounds are data source nodes which means they have zero inputs (their input is drawn from the data source itself). */ + 1, /* Sounds have one output bus. */ + 0 /* Default flags. */ +}; + +static ma_node_vtable g_ma_engine_node_vtable__group = +{ + ma_engine_node_process_pcm_frames__group, + ma_engine_node_get_required_input_frame_count__group, + 1, /* Groups have one input bus. */ + 1, /* Groups have one output bus. */ + MA_NODE_FLAG_DIFFERENT_PROCESSING_RATES /* The engine node does resampling so should let miniaudio know about it. */ +}; + + + +static ma_node_config ma_engine_node_base_node_config_init(const ma_engine_node_config* pConfig) +{ + ma_node_config baseNodeConfig; + + if (pConfig->type == ma_engine_node_type_sound) { + /* Sound. */ + baseNodeConfig = ma_node_config_init(); + baseNodeConfig.vtable = &g_ma_engine_node_vtable__sound; + baseNodeConfig.initialState = ma_node_state_stopped; /* Sounds are stopped by default. */ + } else { + /* Group. */ + baseNodeConfig = ma_node_config_init(); + baseNodeConfig.vtable = &g_ma_engine_node_vtable__group; + baseNodeConfig.initialState = ma_node_state_started; /* Groups are started by default. */ + } + + return baseNodeConfig; +} + +static ma_spatializer_config ma_engine_node_spatializer_config_init(const ma_node_config* pBaseNodeConfig) +{ + return ma_spatializer_config_init(pBaseNodeConfig->pInputChannels[0], pBaseNodeConfig->pOutputChannels[0]); +} + +typedef struct +{ + size_t sizeInBytes; + size_t baseNodeOffset; + size_t spatializerOffset; +} ma_engine_node_heap_layout; + +static ma_result ma_engine_node_get_heap_layout(const ma_engine_node_config* pConfig, ma_engine_node_heap_layout* pHeapLayout) +{ + ma_result result; + size_t tempHeapSize; + ma_node_config baseNodeConfig; + ma_spatializer_config spatializerConfig; + ma_uint32 channelsIn; + ma_uint32 channelsOut; + + MA_ASSERT(pHeapLayout); + + MA_ZERO_OBJECT(pHeapLayout); + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + if (pConfig->pEngine == NULL) { + return MA_INVALID_ARGS; /* An engine must be specified. */ + } + + pHeapLayout->sizeInBytes = 0; + + channelsIn = (pConfig->channelsIn != 0) ? pConfig->channelsIn : ma_engine_get_channels(pConfig->pEngine); + channelsOut = (pConfig->channelsOut != 0) ? pConfig->channelsOut : ma_engine_get_channels(pConfig->pEngine); + + + /* Base node. */ + baseNodeConfig = ma_engine_node_base_node_config_init(pConfig); + baseNodeConfig.pInputChannels = &channelsIn; + baseNodeConfig.pOutputChannels = &channelsOut; + + result = ma_node_get_heap_size(&baseNodeConfig, &tempHeapSize); + if (result != MA_SUCCESS) { + return result; /* Failed to retrieve the size of the heap for the base node. */ + } + + pHeapLayout->baseNodeOffset = pHeapLayout->sizeInBytes; + pHeapLayout->sizeInBytes += ma_align_64(tempHeapSize); + + + /* Spatializer. */ + spatializerConfig = ma_engine_node_spatializer_config_init(&baseNodeConfig); + + result = ma_spatializer_get_heap_size(&spatializerConfig, &tempHeapSize); + if (result != MA_SUCCESS) { + return result; /* Failed to retrieve the size of the heap for the spatializer. */ + } + + pHeapLayout->spatializerOffset = pHeapLayout->sizeInBytes; + pHeapLayout->sizeInBytes += ma_align_64(tempHeapSize); + + + return MA_SUCCESS; +} + +MA_API ma_result ma_engine_node_get_heap_size(const ma_engine_node_config* pConfig, size_t* pHeapSizeInBytes) +{ + ma_result result; + ma_engine_node_heap_layout heapLayout; + + if (pHeapSizeInBytes == NULL) { + return MA_INVALID_ARGS; + } + + *pHeapSizeInBytes = 0; + + result = ma_engine_node_get_heap_layout(pConfig, &heapLayout); + if (result != MA_SUCCESS) { + return result; + } + + *pHeapSizeInBytes = heapLayout.sizeInBytes; + + return MA_SUCCESS; +} + +MA_API ma_result ma_engine_node_init_preallocated(const ma_engine_node_config* pConfig, void* pHeap, ma_engine_node* pEngineNode) +{ + ma_result result; + ma_engine_node_heap_layout heapLayout; + ma_node_config baseNodeConfig; + ma_linear_resampler_config resamplerConfig; + ma_fader_config faderConfig; + ma_spatializer_config spatializerConfig; + ma_panner_config pannerConfig; + ma_uint32 channelsIn; + ma_uint32 channelsOut; + + if (pEngineNode == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pEngineNode); + + result = ma_engine_node_get_heap_layout(pConfig, &heapLayout); + if (result != MA_SUCCESS) { + return result; + } + + if (pConfig->pinnedListenerIndex != MA_LISTENER_INDEX_CLOSEST && pConfig->pinnedListenerIndex >= ma_engine_get_listener_count(pConfig->pEngine)) { + return MA_INVALID_ARGS; /* Invalid listener. */ + } + + pEngineNode->_pHeap = pHeap; + pEngineNode->pEngine = pConfig->pEngine; + pEngineNode->sampleRate = (pConfig->sampleRate > 0) ? pConfig->sampleRate : ma_engine_get_sample_rate(pEngineNode->pEngine); + pEngineNode->pitch = 1; + pEngineNode->oldPitch = 1; + pEngineNode->oldDopplerPitch = 1; + pEngineNode->isPitchDisabled = pConfig->isPitchDisabled; + pEngineNode->isSpatializationDisabled = pConfig->isSpatializationDisabled; + pEngineNode->pinnedListenerIndex = pConfig->pinnedListenerIndex; + + + channelsIn = (pConfig->channelsIn != 0) ? pConfig->channelsIn : ma_engine_get_channels(pConfig->pEngine); + channelsOut = (pConfig->channelsOut != 0) ? pConfig->channelsOut : ma_engine_get_channels(pConfig->pEngine); + + + /* Base node. */ + baseNodeConfig = ma_engine_node_base_node_config_init(pConfig); + baseNodeConfig.pInputChannels = &channelsIn; + baseNodeConfig.pOutputChannels = &channelsOut; + + result = ma_node_init_preallocated(&pConfig->pEngine->nodeGraph, &baseNodeConfig, ma_offset_ptr(pHeap, heapLayout.baseNodeOffset), &pEngineNode->baseNode); + if (result != MA_SUCCESS) { + goto error0; + } + + + /* + We can now initialize the effects we need in order to implement the engine node. There's a + defined order of operations here, mainly centered around when we convert our channels from the + data source's native channel count to the engine's channel count. As a rule, we want to do as + much computation as possible before spatialization because there's a chance that will increase + the channel count, thereby increasing the amount of work needing to be done to process. + */ + + /* We'll always do resampling first. */ + resamplerConfig = ma_linear_resampler_config_init(ma_format_f32, baseNodeConfig.pInputChannels[0], pEngineNode->sampleRate, ma_engine_get_sample_rate(pEngineNode->pEngine)); + resamplerConfig.lpfOrder = 0; /* <-- Need to disable low-pass filtering for pitch shifting for now because there's cases where the biquads are becoming unstable. Need to figure out a better fix for this. */ + + result = ma_linear_resampler_init(&resamplerConfig, &pEngineNode->pEngine->allocationCallbacks, &pEngineNode->resampler); /* TODO: Use pre-allocation here. */ + if (result != MA_SUCCESS) { + goto error1; + } + + + /* After resampling will come the fader. */ + faderConfig = ma_fader_config_init(ma_format_f32, baseNodeConfig.pInputChannels[0], ma_engine_get_sample_rate(pEngineNode->pEngine)); + + result = ma_fader_init(&faderConfig, &pEngineNode->fader); + if (result != MA_SUCCESS) { + goto error2; + } + + + /* + Spatialization comes next. We spatialize based ont he node's output channel count. It's up the caller to + ensure channels counts link up correctly in the node graph. + */ + spatializerConfig = ma_engine_node_spatializer_config_init(&baseNodeConfig); + spatializerConfig.gainSmoothTimeInFrames = pEngineNode->pEngine->gainSmoothTimeInFrames; + + result = ma_spatializer_init_preallocated(&spatializerConfig, ma_offset_ptr(pHeap, heapLayout.spatializerOffset), &pEngineNode->spatializer); + if (result != MA_SUCCESS) { + goto error2; + } + + + /* + After spatialization comes panning. We need to do this after spatialization because otherwise we wouldn't + be able to pan mono sounds. + */ + pannerConfig = ma_panner_config_init(ma_format_f32, baseNodeConfig.pOutputChannels[0]); + + result = ma_panner_init(&pannerConfig, &pEngineNode->panner); + if (result != MA_SUCCESS) { + goto error3; + } + + return MA_SUCCESS; + +error3: ma_spatializer_uninit(&pEngineNode->spatializer, NULL); /* <-- No need for allocation callbacks here because we use a preallocated heap. */ +error2: ma_linear_resampler_uninit(&pEngineNode->resampler, &pConfig->pEngine->allocationCallbacks); /* TODO: Remove this when we have support for preallocated heaps with resamplers. */ +error1: ma_node_uninit(&pEngineNode->baseNode, NULL); /* <-- No need for allocation callbacks here because we use a preallocated heap. */ +error0: return result; +} + +MA_API ma_result ma_engine_node_init(const ma_engine_node_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_engine_node* pEngineNode) +{ + ma_result result; + size_t heapSizeInBytes; + void* pHeap; + + result = ma_engine_node_get_heap_size(pConfig, &heapSizeInBytes); + if (result != MA_SUCCESS) { + return result; + } + + if (heapSizeInBytes > 0) { + pHeap = ma_malloc(heapSizeInBytes, pAllocationCallbacks); + if (pHeap == NULL) { + return MA_OUT_OF_MEMORY; + } + } else { + pHeap = NULL; + } + + result = ma_engine_node_init_preallocated(pConfig, pHeap, pEngineNode); + if (result != MA_SUCCESS) { + ma_free(pHeap, pAllocationCallbacks); + return result; + } + + pEngineNode->_ownsHeap = MA_TRUE; + return MA_SUCCESS; +} + +MA_API void ma_engine_node_uninit(ma_engine_node* pEngineNode, const ma_allocation_callbacks* pAllocationCallbacks) +{ + /* + The base node always needs to be uninitialized first to ensure it's detached from the graph completely before we + destroy anything that might be in the middle of being used by the processing function. + */ + ma_node_uninit(&pEngineNode->baseNode, NULL); + + /* Now that the node has been uninitialized we can safely uninitialize the rest. */ + ma_spatializer_uninit(&pEngineNode->spatializer, NULL); + ma_linear_resampler_uninit(&pEngineNode->resampler, NULL); + + /* Free the heap last. */ + if (pEngineNode->_pHeap != NULL && pEngineNode->_ownsHeap) { + ma_free(pEngineNode->_pHeap, pAllocationCallbacks); + } +} + + +MA_API ma_sound_config ma_sound_config_init(void) +{ + ma_sound_config config; + + MA_ZERO_OBJECT(&config); + + return config; +} + +MA_API ma_sound_group_config ma_sound_group_config_init(void) +{ + ma_sound_group_config config; + + MA_ZERO_OBJECT(&config); + + return config; +} + + +MA_API ma_engine_config ma_engine_config_init(void) +{ + ma_engine_config config; + + MA_ZERO_OBJECT(&config); + config.listenerCount = 1; /* Always want at least one listener. */ + + return config; +} + + +static void ma_engine_data_callback_internal(ma_device* pDevice, void* pFramesOut, const void* pFramesIn, ma_uint32 frameCount) +{ + ma_engine* pEngine = (ma_engine*)pDevice->pUserData; + + /* + Experiment: Try processing a resource manager job if we're on the Emscripten build. + + This serves two purposes: + + 1) It ensures jobs are actually processed at some point since we cannot guarantee that the + caller is doing the right thing and calling ma_resource_manager_process_next_job(); and + + 2) It's an attempt at working around an issue where processing jobs on the Emscripten main + loop doesn't work as well as it should. When trying to load sounds without the `DECODE` + flag or with the `ASYNC` flag, the sound data is just not able to be loaded in time + before the callback is processed. I think it's got something to do with the single- + threaded nature of Web, but I'm not entirely sure. + */ + #if !defined(MA_NO_RESOURCE_MANAGER) && defined(MA_EMSCRIPTEN) + { + if (pEngine->pResourceManager != NULL) { + if ((pEngine->pResourceManager->config.flags & MA_RESOURCE_MANAGER_FLAG_NO_THREADING) != 0) { + ma_resource_manager_process_next_job(pEngine->pResourceManager); + } + } + } + #endif + + ma_engine_data_callback(pEngine, pFramesOut, pFramesIn, frameCount); +} + +MA_API ma_result ma_engine_init(const ma_engine_config* pConfig, ma_engine* pEngine) +{ + ma_result result; + ma_node_graph_config nodeGraphConfig; + ma_engine_config engineConfig; + ma_spatializer_listener_config listenerConfig; + ma_uint32 iListener; + + if (pEngine != NULL) { + MA_ZERO_OBJECT(pEngine); + } + + /* The config is allowed to be NULL in which case we use defaults for everything. */ + if (pConfig != NULL) { + engineConfig = *pConfig; + } else { + engineConfig = ma_engine_config_init(); + } + + pEngine->pResourceManager = engineConfig.pResourceManager; + pEngine->pDevice = engineConfig.pDevice; + ma_allocation_callbacks_init_copy(&pEngine->allocationCallbacks, &engineConfig.allocationCallbacks); + + /* If we don't have a device, we need one. */ + if (pEngine->pDevice == NULL) { + ma_device_config deviceConfig; + + pEngine->pDevice = (ma_device*)ma_malloc(sizeof(*pEngine->pDevice), &pEngine->allocationCallbacks); + if (pEngine->pDevice == NULL) { + return MA_OUT_OF_MEMORY; + } + + deviceConfig = ma_device_config_init(ma_device_type_playback); + deviceConfig.playback.pDeviceID = engineConfig.pPlaybackDeviceID; + deviceConfig.playback.format = ma_format_f32; + deviceConfig.playback.channels = engineConfig.channels; + deviceConfig.sampleRate = engineConfig.sampleRate; + deviceConfig.dataCallback = ma_engine_data_callback_internal; + deviceConfig.pUserData = pEngine; + deviceConfig.periodSizeInFrames = engineConfig.periodSizeInFrames; + deviceConfig.periodSizeInMilliseconds = engineConfig.periodSizeInMilliseconds; + deviceConfig.noPreSilencedOutputBuffer = MA_TRUE; /* We'll always be outputting to every frame in the callback so there's no need for a pre-silenced buffer. */ + deviceConfig.noClip = MA_TRUE; /* The mixing engine will do clipping itself. */ + + if (engineConfig.pContext == NULL) { + ma_context_config contextConfig = ma_context_config_init(); + contextConfig.allocationCallbacks = pEngine->allocationCallbacks; + contextConfig.pLog = engineConfig.pLog; + + /* If the engine config does not specify a log, use the resource manager's if we have one. */ + #ifndef MA_NO_RESOURCE_MANAGER + { + if (contextConfig.pLog == NULL && engineConfig.pResourceManager != NULL) { + contextConfig.pLog = ma_resource_manager_get_log(engineConfig.pResourceManager); + } + } + #endif + + result = ma_device_init_ex(NULL, 0, &contextConfig, &deviceConfig, pEngine->pDevice); + } else { + result = ma_device_init(engineConfig.pContext, &deviceConfig, pEngine->pDevice); + } + + if (result != MA_SUCCESS) { + ma_free(pEngine->pDevice, &pEngine->allocationCallbacks); + pEngine->pDevice = NULL; + return result; + } + + pEngine->ownsDevice = MA_TRUE; + } + + /* + The engine always uses either the log that was passed into the config, or the context's log. Either + way, the engine never has ownership of the log. + */ + if (engineConfig.pLog != NULL) { + pEngine->pLog = engineConfig.pLog; + } else { + pEngine->pLog = ma_device_get_log(pEngine->pDevice); + } + + + /* The engine is a node graph. This needs to be initialized after we have the device so we can can determine the channel count. */ + nodeGraphConfig = ma_node_graph_config_init(pEngine->pDevice->playback.channels); + + result = ma_node_graph_init(&nodeGraphConfig, &pEngine->allocationCallbacks, &pEngine->nodeGraph); + if (result != MA_SUCCESS) { + goto on_error_1; + } + + + /* We need at least one listener. */ + if (engineConfig.listenerCount == 0) { + engineConfig.listenerCount = 1; + } + + if (engineConfig.listenerCount > MA_ENGINE_MAX_LISTENERS) { + result = MA_INVALID_ARGS; /* Too many listeners. */ + goto on_error_1; + } + + for (iListener = 0; iListener < engineConfig.listenerCount; iListener += 1) { + listenerConfig = ma_spatializer_listener_config_init(pEngine->pDevice->playback.channels); + + result = ma_spatializer_listener_init(&listenerConfig, &pEngine->allocationCallbacks, &pEngine->listeners[iListener]); /* TODO: Change this to a pre-allocated heap. */ + if (result != MA_SUCCESS) { + goto on_error_2; + } + + pEngine->listenerCount += 1; + } + + + /* Gain smoothing for spatialized sounds. */ + pEngine->gainSmoothTimeInFrames = engineConfig.gainSmoothTimeInFrames; + if (pEngine->gainSmoothTimeInFrames == 0) { + ma_uint32 gainSmoothTimeInMilliseconds = engineConfig.gainSmoothTimeInMilliseconds; + if (gainSmoothTimeInMilliseconds == 0) { + gainSmoothTimeInMilliseconds = 8; + } + + pEngine->gainSmoothTimeInFrames = (gainSmoothTimeInMilliseconds * ma_engine_get_sample_rate(pEngine)) / 1000; /* 8ms by default. */ + } + + + /* We need a resource manager. */ + #ifndef MA_NO_RESOURCE_MANAGER + { + if (pEngine->pResourceManager == NULL) { + ma_resource_manager_config resourceManagerConfig; + + pEngine->pResourceManager = (ma_resource_manager*)ma_malloc(sizeof(*pEngine->pResourceManager), &pEngine->allocationCallbacks); + if (pEngine->pResourceManager == NULL) { + result = MA_OUT_OF_MEMORY; + goto on_error_2; + } + + resourceManagerConfig = ma_resource_manager_config_init(); + resourceManagerConfig.pLog = pEngine->pLog; /* Always use the engine's log for internally-managed resource managers. */ + resourceManagerConfig.decodedFormat = ma_format_f32; + resourceManagerConfig.decodedChannels = 0; /* Leave the decoded channel count as 0 so we can get good spatialization. */ + resourceManagerConfig.decodedSampleRate = ma_engine_get_sample_rate(pEngine); + ma_allocation_callbacks_init_copy(&resourceManagerConfig.allocationCallbacks, &pEngine->allocationCallbacks); + resourceManagerConfig.pVFS = engineConfig.pResourceManagerVFS; + + /* The Emscripten build cannot use threads. */ + #if defined(MA_EMSCRIPTEN) + { + resourceManagerConfig.jobThreadCount = 0; + resourceManagerConfig.flags |= MA_RESOURCE_MANAGER_FLAG_NO_THREADING; + } + #endif + + result = ma_resource_manager_init(&resourceManagerConfig, pEngine->pResourceManager); + if (result != MA_SUCCESS) { + goto on_error_3; + } + + pEngine->ownsResourceManager = MA_TRUE; + } + } + #endif + + /* Setup some stuff for inlined sounds. That is sounds played with ma_engine_play_sound(). */ + ma_mutex_init(&pEngine->inlinedSoundLock); + pEngine->pInlinedSoundHead = NULL; + + /* Start the engine if required. This should always be the last step. */ + if (engineConfig.noAutoStart == MA_FALSE) { + result = ma_engine_start(pEngine); + if (result != MA_SUCCESS) { + goto on_error_4; /* Failed to start the engine. */ + } + } + + return MA_SUCCESS; + +on_error_4: + ma_mutex_uninit(&pEngine->inlinedSoundLock); +#ifndef MA_NO_RESOURCE_MANAGER +on_error_3: + if (pEngine->ownsResourceManager) { + ma_free(pEngine->pResourceManager, &pEngine->allocationCallbacks); + } +#endif /* MA_NO_RESOURCE_MANAGER */ +on_error_2: + for (iListener = 0; iListener < pEngine->listenerCount; iListener += 1) { + ma_spatializer_listener_uninit(&pEngine->listeners[iListener], &pEngine->allocationCallbacks); + } + + ma_node_graph_uninit(&pEngine->nodeGraph, &pEngine->allocationCallbacks); +on_error_1: + if (pEngine->ownsDevice) { + ma_device_uninit(pEngine->pDevice); + ma_free(pEngine->pDevice, &pEngine->allocationCallbacks); + } + + return result; +} + +MA_API void ma_engine_uninit(ma_engine* pEngine) +{ + if (pEngine == NULL) { + return; + } + + /* The device must be uninitialized before the node graph to ensure the audio thread doesn't try accessing it. */ + if (pEngine->ownsDevice) { + ma_device_uninit(pEngine->pDevice); + ma_free(pEngine->pDevice, &pEngine->allocationCallbacks); + } else { + ma_device_stop(pEngine->pDevice); + } + + /* + All inlined sounds need to be deleted. I'm going to use a lock here just to future proof in case + I want to do some kind of garbage collection later on. + */ + ma_mutex_lock(&pEngine->inlinedSoundLock); + { + for (;;) { + ma_sound_inlined* pSoundToDelete = pEngine->pInlinedSoundHead; + if (pSoundToDelete == NULL) { + break; /* Done. */ + } + + pEngine->pInlinedSoundHead = pSoundToDelete->pNext; + + ma_sound_uninit(&pSoundToDelete->sound); + ma_free(pSoundToDelete, &pEngine->allocationCallbacks); + } + } + ma_mutex_unlock(&pEngine->inlinedSoundLock); + ma_mutex_uninit(&pEngine->inlinedSoundLock); + + + /* Make sure the node graph is uninitialized after the audio thread has been shutdown to prevent accessing of the node graph after being uninitialized. */ + ma_node_graph_uninit(&pEngine->nodeGraph, &pEngine->allocationCallbacks); + + /* Uninitialize the resource manager last to ensure we don't have a thread still trying to access it. */ +#ifndef MA_NO_RESOURCE_MANAGER + if (pEngine->ownsResourceManager) { + ma_resource_manager_uninit(pEngine->pResourceManager); + ma_free(pEngine->pResourceManager, &pEngine->allocationCallbacks); + } +#endif +} + +MA_API void ma_engine_data_callback(ma_engine* pEngine, void* pFramesOut, const void* pFramesIn, ma_uint32 frameCount) +{ + (void)pFramesIn; /* Unused. */ + + ma_node_graph_read_pcm_frames(&pEngine->nodeGraph, pFramesOut, frameCount, NULL); +} + +MA_API ma_device* ma_engine_get_device(ma_engine* pEngine) +{ + if (pEngine == NULL) { + return NULL; + } + + return pEngine->pDevice; +} + +MA_API ma_log* ma_engine_get_log(ma_engine* pEngine) +{ + if (pEngine == NULL) { + return NULL; + } + + if (pEngine->pLog != NULL) { + return pEngine->pLog; + } else { + return ma_device_get_log(ma_engine_get_device(pEngine)); + } +} + +MA_API ma_node* ma_engine_get_endpoint(ma_engine* pEngine) +{ + return ma_node_graph_get_endpoint(&pEngine->nodeGraph); +} + +MA_API ma_uint64 ma_engine_get_time(const ma_engine* pEngine) +{ + return ma_node_graph_get_time(&pEngine->nodeGraph); +} + +MA_API ma_uint64 ma_engine_set_time(ma_engine* pEngine, ma_uint64 globalTime) +{ + return ma_node_graph_set_time(&pEngine->nodeGraph, globalTime); +} + +MA_API ma_uint32 ma_engine_get_channels(const ma_engine* pEngine) +{ + return ma_node_graph_get_channels(&pEngine->nodeGraph); +} + +MA_API ma_uint32 ma_engine_get_sample_rate(const ma_engine* pEngine) +{ + if (pEngine == NULL) { + return 0; + } + + if (pEngine->pDevice != NULL) { + return pEngine->pDevice->sampleRate; + } else { + return 0; /* No device. */ + } +} + + +MA_API ma_result ma_engine_start(ma_engine* pEngine) +{ + ma_result result; + + if (pEngine == NULL) { + return MA_INVALID_ARGS; + } + + result = ma_device_start(pEngine->pDevice); + if (result != MA_SUCCESS) { + return result; + } + + return MA_SUCCESS; +} + +MA_API ma_result ma_engine_stop(ma_engine* pEngine) +{ + ma_result result; + + if (pEngine == NULL) { + return MA_INVALID_ARGS; + } + + result = ma_device_stop(pEngine->pDevice); + if (result != MA_SUCCESS) { + return result; + } + + return MA_SUCCESS; +} + +MA_API ma_result ma_engine_set_volume(ma_engine* pEngine, float volume) +{ + if (pEngine == NULL) { + return MA_INVALID_ARGS; + } + + return ma_device_set_master_volume(pEngine->pDevice, volume); +} + +MA_API ma_result ma_engine_set_gain_db(ma_engine* pEngine, float gainDB) +{ + if (pEngine == NULL) { + return MA_INVALID_ARGS; + } + + return ma_device_set_master_gain_db(pEngine->pDevice, gainDB); +} + + +MA_API ma_uint32 ma_engine_get_listener_count(const ma_engine* pEngine) +{ + if (pEngine == NULL) { + return 0; + } + + return pEngine->listenerCount; +} + +MA_API ma_uint32 ma_engine_find_closest_listener(const ma_engine* pEngine, float absolutePosX, float absolutePosY, float absolutePosZ) +{ + ma_uint32 iListener; + ma_uint32 iListenerClosest; + float closestLen2 = MA_FLT_MAX; + + if (pEngine == NULL || pEngine->listenerCount == 1) { + return 0; + } + + iListenerClosest = 0; + for (iListener = 0; iListener < pEngine->listenerCount; iListener += 1) { + float len2 = ma_vec3f_len2(ma_vec3f_sub(pEngine->listeners[iListener].position, ma_vec3f_init_3f(absolutePosX, absolutePosY, absolutePosZ))); + if (closestLen2 > len2) { + closestLen2 = len2; + iListenerClosest = iListener; + } + } + + MA_ASSERT(iListenerClosest < 255); + return iListenerClosest; +} + +MA_API void ma_engine_listener_set_position(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return; + } + + ma_spatializer_listener_set_position(&pEngine->listeners[listenerIndex], x, y, z); +} + +MA_API ma_vec3f ma_engine_listener_get_position(const ma_engine* pEngine, ma_uint32 listenerIndex) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return ma_spatializer_listener_get_position(&pEngine->listeners[listenerIndex]); +} + +MA_API void ma_engine_listener_set_direction(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return; + } + + ma_spatializer_listener_set_direction(&pEngine->listeners[listenerIndex], x, y, z); +} + +MA_API ma_vec3f ma_engine_listener_get_direction(const ma_engine* pEngine, ma_uint32 listenerIndex) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return ma_vec3f_init_3f(0, 0, -1); + } + + return ma_spatializer_listener_get_direction(&pEngine->listeners[listenerIndex]); +} + +MA_API void ma_engine_listener_set_velocity(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return; + } + + ma_spatializer_listener_set_velocity(&pEngine->listeners[listenerIndex], x, y, z); +} + +MA_API ma_vec3f ma_engine_listener_get_velocity(const ma_engine* pEngine, ma_uint32 listenerIndex) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return ma_spatializer_listener_get_velocity(&pEngine->listeners[listenerIndex]); +} + +MA_API void ma_engine_listener_set_cone(ma_engine* pEngine, ma_uint32 listenerIndex, float innerAngleInRadians, float outerAngleInRadians, float outerGain) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return; + } + + ma_spatializer_listener_set_cone(&pEngine->listeners[listenerIndex], innerAngleInRadians, outerAngleInRadians, outerGain); +} + +MA_API void ma_engine_listener_get_cone(const ma_engine* pEngine, ma_uint32 listenerIndex, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) +{ + if (pInnerAngleInRadians != NULL) { + *pInnerAngleInRadians = 0; + } + + if (pOuterAngleInRadians != NULL) { + *pOuterAngleInRadians = 0; + } + + if (pOuterGain != NULL) { + *pOuterGain = 0; + } + + ma_spatializer_listener_get_cone(&pEngine->listeners[listenerIndex], pInnerAngleInRadians, pOuterAngleInRadians, pOuterGain); +} + +MA_API void ma_engine_listener_set_world_up(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return; + } + + ma_spatializer_listener_set_world_up(&pEngine->listeners[listenerIndex], x, y, z); +} + +MA_API ma_vec3f ma_engine_listener_get_world_up(const ma_engine* pEngine, ma_uint32 listenerIndex) +{ + if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { + return ma_vec3f_init_3f(0, 1, 0); + } + + return ma_spatializer_listener_get_world_up(&pEngine->listeners[listenerIndex]); +} + + +#ifndef MA_NO_RESOURCE_MANAGER +MA_API ma_result ma_engine_play_sound_ex(ma_engine* pEngine, const char* pFilePath, ma_node* pNode, ma_uint32 nodeInputBusIndex) +{ + ma_result result = MA_SUCCESS; + ma_sound_inlined* pSound = NULL; + ma_sound_inlined* pNextSound = NULL; + + if (pEngine == NULL || pFilePath == NULL) { + return MA_INVALID_ARGS; + } + + /* Attach to the endpoint node if nothing is specicied. */ + if (pNode == NULL) { + pNode = ma_node_graph_get_endpoint(&pEngine->nodeGraph); + nodeInputBusIndex = 0; + } + + /* + We want to check if we can recycle an already-allocated inlined sound. Since this is just a + helper I'm not *too* concerned about performance here and I'm happy to use a lock to keep + the implementation simple. Maybe this can be optimized later if there's enough demand, but + if this function is being used it probably means the caller doesn't really care too much. + + What we do is check the atEnd flag. When this is true, we can recycle the sound. Otherwise + we just keep iterating. If we reach the end without finding a sound to recycle we just + allocate a new one. This doesn't scale well for a massive number of sounds being played + simultaneously as we don't ever actually free the sound objects. Some kind of garbage + collection routine might be valuable for this which I'll think about. + */ + ma_mutex_lock(&pEngine->inlinedSoundLock); + { + ma_uint32 soundFlags = 0; + + for (pNextSound = pEngine->pInlinedSoundHead; pNextSound != NULL; pNextSound = pNextSound->pNext) { + if (ma_sound_at_end(&pNextSound->sound)) { + /* + The sound is at the end which means it's available for recycling. All we need to do + is uninitialize it and reinitialize it. All we're doing is recycling memory. + */ + pSound = pNextSound; + c89atomic_fetch_sub_32(&pEngine->inlinedSoundCount, 1); + break; + } + } + + if (pSound != NULL) { + /* + We actually want to detach the sound from the list here. The reason is because we want the sound + to be in a consistent state at the non-recycled case to simplify the logic below. + */ + if (pEngine->pInlinedSoundHead == pSound) { + pEngine->pInlinedSoundHead = pSound->pNext; + } + + if (pSound->pPrev != NULL) { + pSound->pPrev->pNext = pSound->pNext; + } + if (pSound->pNext != NULL) { + pSound->pNext->pPrev = pSound->pPrev; + } + + /* Now the previous sound needs to be uninitialized. */ + ma_sound_uninit(&pNextSound->sound); + } else { + /* No sound available for recycling. Allocate one now. */ + pSound = (ma_sound_inlined*)ma_malloc(sizeof(*pSound), &pEngine->allocationCallbacks); + } + + if (pSound != NULL) { /* Safety check for the allocation above. */ + /* + At this point we should have memory allocated for the inlined sound. We just need + to initialize it like a normal sound now. + */ + soundFlags |= MA_SOUND_FLAG_ASYNC; /* For inlined sounds we don't want to be sitting around waiting for stuff to load so force an async load. */ + soundFlags |= MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT; /* We want specific control over where the sound is attached in the graph. We'll attach it manually just before playing the sound. */ + soundFlags |= MA_SOUND_FLAG_NO_PITCH; /* Pitching isn't usable with inlined sounds, so disable it to save on speed. */ + soundFlags |= MA_SOUND_FLAG_NO_SPATIALIZATION; /* Not currently doing spatialization with inlined sounds, but this might actually change later. For now disable spatialization. Will be removed if we ever add support for spatialization here. */ + + result = ma_sound_init_from_file(pEngine, pFilePath, soundFlags, NULL, NULL, &pSound->sound); + if (result == MA_SUCCESS) { + /* Now attach the sound to the graph. */ + result = ma_node_attach_output_bus(pSound, 0, pNode, nodeInputBusIndex); + if (result == MA_SUCCESS) { + /* At this point the sound should be loaded and we can go ahead and add it to the list. The new item becomes the new head. */ + pSound->pNext = pEngine->pInlinedSoundHead; + pSound->pPrev = NULL; + + pEngine->pInlinedSoundHead = pSound; /* <-- This is what attaches the sound to the list. */ + if (pSound->pNext != NULL) { + pSound->pNext->pPrev = pSound; + } + } else { + ma_free(pSound, &pEngine->allocationCallbacks); + } + } else { + ma_free(pSound, &pEngine->allocationCallbacks); + } + } else { + result = MA_OUT_OF_MEMORY; + } + } + ma_mutex_unlock(&pEngine->inlinedSoundLock); + + if (result != MA_SUCCESS) { + return result; + } + + /* Finally we can start playing the sound. */ + result = ma_sound_start(&pSound->sound); + if (result != MA_SUCCESS) { + /* Failed to start the sound. We need to mark it for recycling and return an error. */ + c89atomic_exchange_8(&pSound->sound.atEnd, MA_TRUE); + return result; + } + + c89atomic_fetch_add_32(&pEngine->inlinedSoundCount, 1); + return result; +} + +MA_API ma_result ma_engine_play_sound(ma_engine* pEngine, const char* pFilePath, ma_sound_group* pGroup) +{ + return ma_engine_play_sound_ex(pEngine, pFilePath, pGroup, 0); +} +#endif + + +static ma_result ma_sound_preinit(ma_engine* pEngine, ma_sound* pSound) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pSound); + pSound->seekTarget = MA_SEEK_TARGET_NONE; + + if (pEngine == NULL) { + return MA_INVALID_ARGS; + } + + return MA_SUCCESS; +} + +static ma_result ma_sound_init_from_data_source_internal(ma_engine* pEngine, const ma_sound_config* pConfig, ma_sound* pSound) +{ + ma_result result; + ma_engine_node_config engineNodeConfig; + ma_engine_node_type type; /* Will be set to ma_engine_node_type_group if no data source is specified. */ + + /* Do not clear pSound to zero here - that's done at a higher level with ma_sound_preinit(). */ + MA_ASSERT(pEngine != NULL); + MA_ASSERT(pSound != NULL); + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + pSound->pDataSource = pConfig->pDataSource; + + if (pConfig->pDataSource != NULL) { + type = ma_engine_node_type_sound; + } else { + type = ma_engine_node_type_group; + } + + /* + Sounds are engine nodes. Before we can initialize this we need to determine the channel count. + If we can't do this we need to abort. It's up to the caller to ensure they're using a data + source that provides this information upfront. + */ + engineNodeConfig = ma_engine_node_config_init(pEngine, type, pConfig->flags); + engineNodeConfig.channelsIn = pConfig->channelsIn; + engineNodeConfig.channelsOut = pConfig->channelsOut; + + /* If we're loading from a data source the input channel count needs to be the data source's native channel count. */ + if (pConfig->pDataSource != NULL) { + result = ma_data_source_get_data_format(pConfig->pDataSource, NULL, &engineNodeConfig.channelsIn, &engineNodeConfig.sampleRate, NULL, 0); + if (result != MA_SUCCESS) { + return result; /* Failed to retrieve the channel count. */ + } + + if (engineNodeConfig.channelsIn == 0) { + return MA_INVALID_OPERATION; /* Invalid channel count. */ + } + } + + + /* Getting here means we should have a valid channel count and we can initialize the engine node. */ + result = ma_engine_node_init(&engineNodeConfig, &pEngine->allocationCallbacks, &pSound->engineNode); + if (result != MA_SUCCESS) { + return result; + } + + /* If no attachment is specified, attach the sound straight to the endpoint. */ + if (pConfig->pInitialAttachment == NULL) { + /* No group. Attach straight to the endpoint by default, unless the caller has requested that do not. */ + if ((pConfig->flags & MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT) == 0) { + result = ma_node_attach_output_bus(pSound, 0, ma_node_graph_get_endpoint(&pEngine->nodeGraph), 0); + } + } else { + /* An attachment is specified. Attach to it by default. The sound has only a single output bus, and the config will specify which input bus to attach to. */ + result = ma_node_attach_output_bus(pSound, 0, pConfig->pInitialAttachment, pConfig->initialAttachmentInputBusIndex); + } + + if (result != MA_SUCCESS) { + ma_engine_node_uninit(&pSound->engineNode, &pEngine->allocationCallbacks); + return result; + } + + return MA_SUCCESS; +} + +#ifndef MA_NO_RESOURCE_MANAGER +MA_API ma_result ma_sound_init_from_file_internal(ma_engine* pEngine, const ma_sound_config* pConfig, ma_sound* pSound) +{ + ma_result result = MA_SUCCESS; + ma_uint32 flags; + ma_sound_config config; + ma_resource_manager_pipeline_notifications notifications; + + /* + The engine requires knowledge of the channel count of the underlying data source before it can + initialize the sound. Therefore, we need to make the resource manager wait until initialization + of the underlying data source to be initialized so we can get access to the channel count. To + do this, the MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_WAIT_INIT is forced. + + Because we're initializing the data source before the sound, there's a chance the notification + will get triggered before this function returns. This is OK, so long as the caller is aware of + it and can avoid accessing the sound from within the notification. + */ + flags = pConfig->flags | MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_WAIT_INIT; + + pSound->pResourceManagerDataSource = (ma_resource_manager_data_source*)ma_malloc(sizeof(*pSound->pResourceManagerDataSource), &pEngine->allocationCallbacks); + if (pSound->pResourceManagerDataSource == NULL) { + return MA_OUT_OF_MEMORY; + } + + notifications = ma_resource_manager_pipeline_notifications_init(); + notifications.done.pFence = pConfig->pDoneFence; + + /* + We must wrap everything around the fence if one was specified. This ensures ma_fence_wait() does + not return prematurely before the sound has finished initializing. + */ + if (notifications.done.pFence) { ma_fence_acquire(notifications.done.pFence); } + { + if (pConfig->pFilePath != NULL) { + result = ma_resource_manager_data_source_init(pEngine->pResourceManager, pConfig->pFilePath, flags, ¬ifications, pSound->pResourceManagerDataSource); + } else { + result = ma_resource_manager_data_source_init_w(pEngine->pResourceManager, pConfig->pFilePathW, flags, ¬ifications, pSound->pResourceManagerDataSource); + } + + if (result != MA_SUCCESS) { + goto done; + } + + pSound->ownsDataSource = MA_TRUE; /* <-- Important. Not setting this will result in the resource manager data source never getting uninitialized. */ + + /* We need to use a slightly customized version of the config so we'll need to make a copy. */ + config = *pConfig; + config.pFilePath = NULL; + config.pFilePathW = NULL; + config.pDataSource = pSound->pResourceManagerDataSource; + + result = ma_sound_init_from_data_source_internal(pEngine, &config, pSound); + if (result != MA_SUCCESS) { + ma_resource_manager_data_source_uninit(pSound->pResourceManagerDataSource); + ma_free(pSound->pResourceManagerDataSource, &pEngine->allocationCallbacks); + MA_ZERO_OBJECT(pSound); + goto done; + } + } +done: + if (notifications.done.pFence) { ma_fence_release(notifications.done.pFence); } + return result; +} + +MA_API ma_result ma_sound_init_from_file(ma_engine* pEngine, const char* pFilePath, ma_uint32 flags, ma_sound_group* pGroup, ma_fence* pDoneFence, ma_sound* pSound) +{ + ma_sound_config config = ma_sound_config_init(); + config.pFilePath = pFilePath; + config.flags = flags; + config.pInitialAttachment = pGroup; + config.pDoneFence = pDoneFence; + return ma_sound_init_ex(pEngine, &config, pSound); +} + +MA_API ma_result ma_sound_init_from_file_w(ma_engine* pEngine, const wchar_t* pFilePath, ma_uint32 flags, ma_sound_group* pGroup, ma_fence* pDoneFence, ma_sound* pSound) +{ + ma_sound_config config = ma_sound_config_init(); + config.pFilePathW = pFilePath; + config.flags = flags; + config.pInitialAttachment = pGroup; + config.pDoneFence = pDoneFence; + return ma_sound_init_ex(pEngine, &config, pSound); +} + +MA_API ma_result ma_sound_init_copy(ma_engine* pEngine, const ma_sound* pExistingSound, ma_uint32 flags, ma_sound_group* pGroup, ma_sound* pSound) +{ + ma_result result; + ma_sound_config config; + + result = ma_sound_preinit(pEngine, pSound); + if (result != MA_SUCCESS) { + return result; + } + + if (pExistingSound == NULL) { + return MA_INVALID_ARGS; + } + + /* Cloning only works for data buffers (not streams) that are loaded from the resource manager. */ + if (pExistingSound->pResourceManagerDataSource == NULL) { + return MA_INVALID_OPERATION; + } + + /* + We need to make a clone of the data source. If the data source is not a data buffer (i.e. a stream) + the this will fail. + */ + pSound->pResourceManagerDataSource = (ma_resource_manager_data_source*)ma_malloc(sizeof(*pSound->pResourceManagerDataSource), &pEngine->allocationCallbacks); + if (pSound->pResourceManagerDataSource == NULL) { + return MA_OUT_OF_MEMORY; + } + + result = ma_resource_manager_data_source_init_copy(pEngine->pResourceManager, pExistingSound->pResourceManagerDataSource, pSound->pResourceManagerDataSource); + if (result != MA_SUCCESS) { + ma_free(pSound->pResourceManagerDataSource, &pEngine->allocationCallbacks); + return result; + } + + config = ma_sound_config_init(); + config.pDataSource = pSound->pResourceManagerDataSource; + config.flags = flags; + config.pInitialAttachment = pGroup; + + result = ma_sound_init_from_data_source_internal(pEngine, &config, pSound); + if (result != MA_SUCCESS) { + ma_resource_manager_data_source_uninit(pSound->pResourceManagerDataSource); + ma_free(pSound->pResourceManagerDataSource, &pEngine->allocationCallbacks); + MA_ZERO_OBJECT(pSound); + return result; + } + + return MA_SUCCESS; +} +#endif + +MA_API ma_result ma_sound_init_from_data_source(ma_engine* pEngine, ma_data_source* pDataSource, ma_uint32 flags, ma_sound_group* pGroup, ma_sound* pSound) +{ + ma_sound_config config = ma_sound_config_init(); + config.pDataSource = pDataSource; + config.flags = flags; + config.pInitialAttachment = pGroup; + return ma_sound_init_ex(pEngine, &config, pSound); +} + +MA_API ma_result ma_sound_init_ex(ma_engine* pEngine, const ma_sound_config* pConfig, ma_sound* pSound) +{ + ma_result result; + + result = ma_sound_preinit(pEngine, pSound); + if (result != MA_SUCCESS) { + return result; + } + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + /* We need to load the sound differently depending on whether or not we're loading from a file. */ +#ifndef MA_NO_RESOURCE_MANAGER + if (pConfig->pFilePath != NULL || pConfig->pFilePathW != NULL) { + return ma_sound_init_from_file_internal(pEngine, pConfig, pSound); + } else +#endif + { + /* + Getting here means we're not loading from a file. We may be loading from an already-initialized + data source, or none at all. If we aren't specifying any data source, we'll be initializing the + the equivalent to a group. ma_data_source_init_from_data_source_internal() will deal with this + for us, so no special treatment required here. + */ + return ma_sound_init_from_data_source_internal(pEngine, pConfig, pSound); + } +} + +MA_API void ma_sound_uninit(ma_sound* pSound) +{ + if (pSound == NULL) { + return; + } + + /* + Always uninitialize the node first. This ensures it's detached from the graph and does not return until it has done + so which makes thread safety beyond this point trivial. + */ + ma_node_uninit(pSound, &pSound->engineNode.pEngine->allocationCallbacks); + + /* Once the sound is detached from the group we can guarantee that it won't be referenced by the mixer thread which means it's safe for us to destroy the data source. */ +#ifndef MA_NO_RESOURCE_MANAGER + if (pSound->ownsDataSource) { + ma_resource_manager_data_source_uninit(pSound->pResourceManagerDataSource); + ma_free(pSound->pResourceManagerDataSource, &pSound->engineNode.pEngine->allocationCallbacks); + pSound->pDataSource = NULL; + } +#else + MA_ASSERT(pSound->ownsDataSource == MA_FALSE); +#endif +} + +MA_API ma_engine* ma_sound_get_engine(const ma_sound* pSound) +{ + if (pSound == NULL) { + return NULL; + } + + return pSound->engineNode.pEngine; +} + +MA_API ma_data_source* ma_sound_get_data_source(const ma_sound* pSound) +{ + if (pSound == NULL) { + return NULL; + } + + return pSound->pDataSource; +} + +MA_API ma_result ma_sound_start(ma_sound* pSound) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + /* If the sound is already playing, do nothing. */ + if (ma_sound_is_playing(pSound)) { + return MA_SUCCESS; + } + + /* If the sound is at the end it means we want to start from the start again. */ + if (ma_sound_at_end(pSound)) { + ma_result result = ma_data_source_seek_to_pcm_frame(pSound->pDataSource, 0); + if (result != MA_SUCCESS && result != MA_NOT_IMPLEMENTED) { + return result; /* Failed to seek back to the start. */ + } + + /* Make sure we clear the end indicator. */ + c89atomic_exchange_8(&pSound->atEnd, MA_FALSE); + } + + /* Make sure the sound is started. If there's a start delay, the sound won't actually start until the start time is reached. */ + ma_node_set_state(pSound, ma_node_state_started); + + return MA_SUCCESS; +} + +MA_API ma_result ma_sound_stop(ma_sound* pSound) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + /* This will stop the sound immediately. Use ma_sound_set_stop_time() to stop the sound at a specific time. */ + ma_node_set_state(pSound, ma_node_state_stopped); + + return MA_SUCCESS; +} + +MA_API ma_result ma_sound_set_volume(ma_sound* pSound, float volume) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + /* The volume is controlled via the output bus. */ + ma_node_set_output_bus_volume(pSound, 0, volume); + + return MA_SUCCESS; +} + +MA_API ma_result ma_sound_set_gain_db(ma_sound* pSound, float gainDB) +{ + return ma_sound_set_volume(pSound, ma_gain_db_to_factor(gainDB)); +} + +MA_API void ma_sound_set_pan(ma_sound* pSound, float pan) +{ + if (pSound == NULL) { + return; + } + + ma_panner_set_pan(&pSound->engineNode.panner, pan); +} + +MA_API void ma_sound_set_pan_mode(ma_sound* pSound, ma_pan_mode panMode) +{ + if (pSound == NULL) { + return; + } + + ma_panner_set_mode(&pSound->engineNode.panner, panMode); +} + +MA_API void ma_sound_set_pitch(ma_sound* pSound, float pitch) +{ + if (pSound == NULL) { + return; + } + + c89atomic_exchange_explicit_f32(&pSound->engineNode.pitch, pitch, c89atomic_memory_order_release); +} + +MA_API void ma_sound_set_spatialization_enabled(ma_sound* pSound, ma_bool32 enabled) +{ + if (pSound == NULL) { + return; + } + + c89atomic_exchange_explicit_8(&pSound->engineNode.isSpatializationDisabled, !enabled, c89atomic_memory_order_release); +} + +MA_API void ma_sound_set_pinned_listener_index(ma_sound* pSound, ma_uint8 listenerIndex) +{ + if (pSound == NULL || listenerIndex >= ma_engine_get_listener_count(ma_sound_get_engine(pSound))) { + return; + } + + c89atomic_exchange_explicit_8(&pSound->engineNode.pinnedListenerIndex, listenerIndex, c89atomic_memory_order_release); +} + +MA_API ma_uint8 ma_sound_get_pinned_listener_index(const ma_sound* pSound) +{ + if (pSound == NULL) { + return MA_LISTENER_INDEX_CLOSEST; + } + + return c89atomic_load_explicit_8(&pSound->engineNode.pinnedListenerIndex, c89atomic_memory_order_acquire); +} + +MA_API void ma_sound_set_position(ma_sound* pSound, float x, float y, float z) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_position(&pSound->engineNode.spatializer, x, y, z); +} + +MA_API ma_vec3f ma_sound_get_position(const ma_sound* pSound) +{ + if (pSound == NULL) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return ma_spatializer_get_position(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_direction(ma_sound* pSound, float x, float y, float z) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_direction(&pSound->engineNode.spatializer, x, y, z); +} + +MA_API ma_vec3f ma_sound_get_direction(const ma_sound* pSound) +{ + if (pSound == NULL) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return ma_spatializer_get_direction(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_velocity(ma_sound* pSound, float x, float y, float z) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_velocity(&pSound->engineNode.spatializer, x, y, z); +} + +MA_API ma_vec3f ma_sound_get_velocity(const ma_sound* pSound) +{ + if (pSound == NULL) { + return ma_vec3f_init_3f(0, 0, 0); + } + + return ma_spatializer_get_velocity(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_attenuation_model(ma_sound* pSound, ma_attenuation_model attenuationModel) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_attenuation_model(&pSound->engineNode.spatializer, attenuationModel); +} + +MA_API ma_attenuation_model ma_sound_get_attenuation_model(const ma_sound* pSound) +{ + if (pSound == NULL) { + return ma_attenuation_model_none; + } + + return ma_spatializer_get_attenuation_model(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_positioning(ma_sound* pSound, ma_positioning positioning) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_positioning(&pSound->engineNode.spatializer, positioning); +} + +MA_API ma_positioning ma_sound_get_positioning(const ma_sound* pSound) +{ + if (pSound == NULL) { + return ma_positioning_absolute; + } + + return ma_spatializer_get_positioning(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_rolloff(ma_sound* pSound, float rolloff) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_rolloff(&pSound->engineNode.spatializer, rolloff); +} + +MA_API float ma_sound_get_rolloff(const ma_sound* pSound) +{ + if (pSound == NULL) { + return 0; + } + + return ma_spatializer_get_rolloff(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_min_gain(ma_sound* pSound, float minGain) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_min_gain(&pSound->engineNode.spatializer, minGain); +} + +MA_API float ma_sound_get_min_gain(const ma_sound* pSound) +{ + if (pSound == NULL) { + return 0; + } + + return ma_spatializer_get_min_gain(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_max_gain(ma_sound* pSound, float maxGain) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_max_gain(&pSound->engineNode.spatializer, maxGain); +} + +MA_API float ma_sound_get_max_gain(const ma_sound* pSound) +{ + if (pSound == NULL) { + return 0; + } + + return ma_spatializer_get_max_gain(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_min_distance(ma_sound* pSound, float minDistance) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_min_distance(&pSound->engineNode.spatializer, minDistance); +} + +MA_API float ma_sound_get_min_distance(const ma_sound* pSound) +{ + if (pSound == NULL) { + return 0; + } + + return ma_spatializer_get_min_distance(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_max_distance(ma_sound* pSound, float maxDistance) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_max_distance(&pSound->engineNode.spatializer, maxDistance); +} + +MA_API float ma_sound_get_max_distance(const ma_sound* pSound) +{ + if (pSound == NULL) { + return 0; + } + + return ma_spatializer_get_max_distance(&pSound->engineNode.spatializer); +} + +MA_API void ma_sound_set_cone(ma_sound* pSound, float innerAngleInRadians, float outerAngleInRadians, float outerGain) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_cone(&pSound->engineNode.spatializer, innerAngleInRadians, outerAngleInRadians, outerGain); +} + +MA_API void ma_sound_get_cone(const ma_sound* pSound, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) +{ + if (pInnerAngleInRadians != NULL) { + *pInnerAngleInRadians = 0; + } + + if (pOuterAngleInRadians != NULL) { + *pOuterAngleInRadians = 0; + } + + if (pOuterGain != NULL) { + *pOuterGain = 0; + } + + ma_spatializer_get_cone(&pSound->engineNode.spatializer, pInnerAngleInRadians, pOuterAngleInRadians, pOuterGain); +} + +MA_API void ma_sound_set_doppler_factor(ma_sound* pSound, float dopplerFactor) +{ + if (pSound == NULL) { + return; + } + + ma_spatializer_set_doppler_factor(&pSound->engineNode.spatializer, dopplerFactor); +} + +MA_API float ma_sound_get_doppler_factor(const ma_sound* pSound) +{ + if (pSound == NULL) { + return 0; + } + + return ma_spatializer_get_doppler_factor(&pSound->engineNode.spatializer); +} + + +MA_API void ma_sound_set_fade_in_pcm_frames(ma_sound* pSound, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInFrames) +{ + if (pSound == NULL) { + return; + } + + ma_fader_set_fade(&pSound->engineNode.fader, volumeBeg, volumeEnd, fadeLengthInFrames); +} + +MA_API void ma_sound_set_fade_in_milliseconds(ma_sound* pSound, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInMilliseconds) +{ + if (pSound == NULL) { + return; + } + + ma_sound_set_fade_in_pcm_frames(pSound, volumeBeg, volumeEnd, (fadeLengthInMilliseconds * pSound->engineNode.fader.config.sampleRate) / 1000); +} + +MA_API float ma_sound_get_current_fade_volume(ma_sound* pSound) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + return ma_fader_get_current_volume(&pSound->engineNode.fader); +} + +MA_API void ma_sound_set_start_time_in_pcm_frames(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInFrames) +{ + if (pSound == NULL) { + return; + } + + ma_node_set_state_time(pSound, ma_node_state_started, absoluteGlobalTimeInFrames); +} + +MA_API void ma_sound_set_start_time_in_milliseconds(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInMilliseconds) +{ + if (pSound == NULL) { + return; + } + + ma_sound_set_start_time_in_pcm_frames(pSound, absoluteGlobalTimeInMilliseconds * ma_engine_get_sample_rate(ma_sound_get_engine(pSound)) / 1000); +} + +MA_API void ma_sound_set_stop_time_in_pcm_frames(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInFrames) +{ + if (pSound == NULL) { + return; + } + + ma_node_set_state_time(pSound, ma_node_state_stopped, absoluteGlobalTimeInFrames); +} + +MA_API void ma_sound_set_stop_time_in_milliseconds(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInMilliseconds) +{ + if (pSound == NULL) { + return; + } + + ma_sound_set_stop_time_in_pcm_frames(pSound, absoluteGlobalTimeInMilliseconds * ma_engine_get_sample_rate(ma_sound_get_engine(pSound)) / 1000); +} + +MA_API ma_bool32 ma_sound_is_playing(const ma_sound* pSound) +{ + if (pSound == NULL) { + return MA_FALSE; + } + + return ma_node_get_state_by_time(pSound, ma_engine_get_time(ma_sound_get_engine(pSound))) == ma_node_state_started; +} + +MA_API ma_uint64 ma_sound_get_time_in_pcm_frames(const ma_sound* pSound) +{ + if (pSound == NULL) { + return 0; + } + + return ma_node_get_time(pSound); +} + +MA_API void ma_sound_set_looping(ma_sound* pSound, ma_bool8 isLooping) +{ + if (pSound == NULL) { + return; + } + + /* Looping is only a valid concept if the sound is backed by a data source. */ + if (pSound->pDataSource == NULL) { + return; + } + + c89atomic_exchange_8(&pSound->isLooping, isLooping); + + /* + This is a little bit of a hack, but basically we need to set the looping flag at the data source level if we are running a data source managed by + the resource manager, and that is backed by a data stream. The reason for this is that the data stream itself needs to be aware of the looping + requirements so that it can do seamless loop transitions. The better solution for this is to add ma_data_source_set_looping() and just call this + generically. + */ +#ifndef MA_NO_RESOURCE_MANAGER + if (pSound->pDataSource == pSound->pResourceManagerDataSource) { + ma_resource_manager_data_source_set_looping(pSound->pResourceManagerDataSource, isLooping); + } +#endif +} + +MA_API ma_bool32 ma_sound_is_looping(const ma_sound* pSound) +{ + if (pSound == NULL) { + return MA_FALSE; + } + + /* There is no notion of looping for sounds that are not backed by a data source. */ + if (pSound->pDataSource == NULL) { + return MA_FALSE; + } + + return c89atomic_load_8(&pSound->isLooping); +} + +MA_API ma_bool32 ma_sound_at_end(const ma_sound* pSound) +{ + if (pSound == NULL) { + return MA_FALSE; + } + + /* There is no notion of an end of a sound if it's not backed by a data source. */ + if (pSound->pDataSource == NULL) { + return MA_FALSE; + } + + return c89atomic_load_8(&pSound->atEnd); +} + +MA_API ma_result ma_sound_seek_to_pcm_frame(ma_sound* pSound, ma_uint64 frameIndex) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + /* Seeking is only valid for sounds that are backed by a data source. */ + if (pSound->pDataSource == NULL) { + return MA_INVALID_OPERATION; + } + + /* + Resource manager data sources are thread safe which means we can just seek immediately. However, we cannot guarantee that other data sources are + thread safe as well so in that case we'll need to get the mixing thread to seek for us to ensure we don't try seeking at the same time as reading. + */ +#ifndef MA_NO_RESOURCE_MANAGER + if (pSound->pDataSource == pSound->pResourceManagerDataSource) { + ma_result result = ma_resource_manager_data_source_seek_to_pcm_frame(pSound->pResourceManagerDataSource, frameIndex); + if (result != MA_SUCCESS) { + return result; + } + + /* Time dependant effects need to have their timers updated. */ + return ma_node_set_time(&pSound->engineNode, frameIndex); + } +#endif + + /* Getting here means the data source is not a resource manager data source so we'll need to get the mixing thread to do the seeking for us. */ + pSound->seekTarget = frameIndex; + + return MA_SUCCESS; +} + +MA_API ma_result ma_sound_get_data_format(ma_sound* pSound, ma_format* pFormat, ma_uint32* pChannels, ma_uint32* pSampleRate, ma_channel* pChannelMap, size_t channelMapCap) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + /* The data format is retrieved directly from the data source if the sound is backed by one. Otherwise we pull it from the node. */ + if (pSound->pDataSource == NULL) { + ma_uint32 channels; + + if (pFormat != NULL) { + *pFormat = ma_format_f32; + } + + channels = ma_node_get_input_channels(&pSound->engineNode, 0); + if (pChannels != NULL) { + *pChannels = channels; + } + + if (pSampleRate != NULL) { + *pSampleRate = pSound->engineNode.resampler.config.sampleRateIn; + } + + if (pChannelMap != NULL) { + ma_get_standard_channel_map(ma_standard_channel_map_default, pChannelMap, channelMapCap, channels); + } + + return MA_SUCCESS; + } else { + return ma_data_source_get_data_format(pSound->pDataSource, pFormat, pChannels, pSampleRate, pChannelMap, channelMapCap); + } +} + +MA_API ma_result ma_sound_get_cursor_in_pcm_frames(ma_sound* pSound, ma_uint64* pCursor) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + /* The notion of a cursor is only valid for sounds that are backed by a data source. */ + if (pSound->pDataSource == NULL) { + return MA_INVALID_OPERATION; + } + + return ma_data_source_get_cursor_in_pcm_frames(pSound->pDataSource, pCursor); +} + +MA_API ma_result ma_sound_get_length_in_pcm_frames(ma_sound* pSound, ma_uint64* pLength) +{ + if (pSound == NULL) { + return MA_INVALID_ARGS; + } + + /* The notion of a sound length is only valid for sounds that are backed by a data source. */ + if (pSound->pDataSource == NULL) { + return MA_INVALID_OPERATION; + } + + return ma_data_source_get_length_in_pcm_frames(pSound->pDataSource, pLength); +} + + +MA_API ma_result ma_sound_group_init(ma_engine* pEngine, ma_uint32 flags, ma_sound_group* pParentGroup, ma_sound_group* pGroup) +{ + ma_sound_group_config config = ma_sound_group_config_init(); + config.flags = flags; + config.pInitialAttachment = pParentGroup; + return ma_sound_group_init_ex(pEngine, &config, pGroup); +} + +MA_API ma_result ma_sound_group_init_ex(ma_engine* pEngine, const ma_sound_group_config* pConfig, ma_sound_group* pGroup) +{ + ma_sound_config soundConfig; + + if (pGroup == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pGroup); + + if (pConfig == NULL) { + return MA_INVALID_ARGS; + } + + /* A sound group is just a sound without a data source. */ + soundConfig = *pConfig; + soundConfig.pFilePath = NULL; + soundConfig.pFilePathW = NULL; + soundConfig.pDataSource = NULL; + + /* + Groups need to have spatialization disabled by default because I think it'll be pretty rare + that programs will want to spatialize groups (but not unheard of). Certainly it feels like + disabling this by default feels like the right option. Spatialization can be enabled with a + call to ma_sound_group_set_spatialization_enabled(). + */ + soundConfig.flags |= MA_SOUND_FLAG_NO_SPATIALIZATION; + + return ma_sound_init_ex(pEngine, &soundConfig, pGroup); +} + +MA_API void ma_sound_group_uninit(ma_sound_group* pGroup) +{ + ma_sound_uninit(pGroup); +} + +MA_API ma_engine* ma_sound_group_get_engine(const ma_sound_group* pGroup) +{ + return ma_sound_get_engine(pGroup); +} + +MA_API ma_result ma_sound_group_start(ma_sound_group* pGroup) +{ + return ma_sound_start(pGroup); +} + +MA_API ma_result ma_sound_group_stop(ma_sound_group* pGroup) +{ + return ma_sound_stop(pGroup); +} + +MA_API ma_result ma_sound_group_set_volume(ma_sound_group* pGroup, float volume) +{ + return ma_sound_set_volume(pGroup, volume); +} + +MA_API ma_result ma_sound_group_set_gain_db(ma_sound_group* pGroup, float gainDB) +{ + return ma_sound_set_gain_db(pGroup, gainDB); +} + +MA_API void ma_sound_group_set_pan(ma_sound_group* pGroup, float pan) +{ + ma_sound_set_pan(pGroup, pan); +} + +MA_API void ma_sound_group_set_pan_mode(ma_sound_group* pGroup, ma_pan_mode panMode) +{ + ma_sound_set_pan_mode(pGroup, panMode); +} + +MA_API void ma_sound_group_set_pitch(ma_sound_group* pGroup, float pitch) +{ + ma_sound_set_pitch(pGroup, pitch); +} + +MA_API void ma_sound_group_set_spatialization_enabled(ma_sound_group* pGroup, ma_bool32 enabled) +{ + ma_sound_set_spatialization_enabled(pGroup, enabled); +} + +MA_API void ma_sound_group_set_pinned_listener_index(ma_sound_group* pGroup, ma_uint8 listenerIndex) +{ + ma_sound_set_pinned_listener_index(pGroup, listenerIndex); +} + +MA_API ma_uint8 ma_sound_group_get_pinned_listener_index(const ma_sound_group* pGroup) +{ + return ma_sound_get_pinned_listener_index(pGroup); +} + +MA_API void ma_sound_group_set_position(ma_sound_group* pGroup, float x, float y, float z) +{ + ma_sound_set_position(pGroup, x, y, z); +} + +MA_API ma_vec3f ma_sound_group_get_position(const ma_sound_group* pGroup) +{ + return ma_sound_get_position(pGroup); +} + +MA_API void ma_sound_group_set_direction(ma_sound_group* pGroup, float x, float y, float z) +{ + ma_sound_set_direction(pGroup, x, y, z); +} + +MA_API ma_vec3f ma_sound_group_get_direction(const ma_sound_group* pGroup) +{ + return ma_sound_get_direction(pGroup); +} + +MA_API void ma_sound_group_set_velocity(ma_sound_group* pGroup, float x, float y, float z) +{ + ma_sound_set_velocity(pGroup, x, y, z); +} + +MA_API ma_vec3f ma_sound_group_get_velocity(const ma_sound_group* pGroup) +{ + return ma_sound_get_velocity(pGroup); +} + +MA_API void ma_sound_group_set_attenuation_model(ma_sound_group* pGroup, ma_attenuation_model attenuationModel) +{ + ma_sound_set_attenuation_model(pGroup, attenuationModel); +} + +MA_API ma_attenuation_model ma_sound_group_get_attenuation_model(const ma_sound_group* pGroup) +{ + return ma_sound_get_attenuation_model(pGroup); +} + +MA_API void ma_sound_group_set_positioning(ma_sound_group* pGroup, ma_positioning positioning) +{ + ma_sound_set_positioning(pGroup, positioning); +} + +MA_API ma_positioning ma_sound_group_get_positioning(const ma_sound_group* pGroup) +{ + return ma_sound_get_positioning(pGroup); +} + +MA_API void ma_sound_group_set_rolloff(ma_sound_group* pGroup, float rolloff) +{ + ma_sound_set_rolloff(pGroup, rolloff); +} + +MA_API float ma_sound_group_get_rolloff(const ma_sound_group* pGroup) +{ + return ma_sound_get_rolloff(pGroup); +} + +MA_API void ma_sound_group_set_min_gain(ma_sound_group* pGroup, float minGain) +{ + ma_sound_set_min_gain(pGroup, minGain); +} + +MA_API float ma_sound_group_get_min_gain(const ma_sound_group* pGroup) +{ + return ma_sound_get_min_gain(pGroup); +} + +MA_API void ma_sound_group_set_max_gain(ma_sound_group* pGroup, float maxGain) +{ + ma_sound_set_max_gain(pGroup, maxGain); +} + +MA_API float ma_sound_group_get_max_gain(const ma_sound_group* pGroup) +{ + return ma_sound_get_max_gain(pGroup); +} + +MA_API void ma_sound_group_set_min_distance(ma_sound_group* pGroup, float minDistance) +{ + ma_sound_set_min_distance(pGroup, minDistance); +} + +MA_API float ma_sound_group_get_min_distance(const ma_sound_group* pGroup) +{ + return ma_sound_get_min_distance(pGroup); +} + +MA_API void ma_sound_group_set_max_distance(ma_sound_group* pGroup, float maxDistance) +{ + ma_sound_set_max_distance(pGroup, maxDistance); +} + +MA_API float ma_sound_group_get_max_distance(const ma_sound_group* pGroup) +{ + return ma_sound_get_max_distance(pGroup); +} + +MA_API void ma_sound_group_set_cone(ma_sound_group* pGroup, float innerAngleInRadians, float outerAngleInRadians, float outerGain) +{ + ma_sound_set_cone(pGroup, innerAngleInRadians, outerAngleInRadians, outerGain); +} + +MA_API void ma_sound_group_get_cone(const ma_sound_group* pGroup, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) +{ + ma_sound_get_cone(pGroup, pInnerAngleInRadians, pOuterAngleInRadians, pOuterGain); +} + +MA_API void ma_sound_group_set_doppler_factor(ma_sound_group* pGroup, float dopplerFactor) +{ + ma_sound_set_doppler_factor(pGroup, dopplerFactor); +} + +MA_API float ma_sound_group_get_doppler_factor(const ma_sound_group* pGroup) +{ + return ma_sound_get_doppler_factor(pGroup); +} + +MA_API void ma_sound_group_set_fade_in_pcm_frames(ma_sound_group* pGroup, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInFrames) +{ + ma_sound_set_fade_in_pcm_frames(pGroup, volumeBeg, volumeEnd, fadeLengthInFrames); +} + +MA_API void ma_sound_group_set_fade_in_milliseconds(ma_sound_group* pGroup, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInMilliseconds) +{ + ma_sound_set_fade_in_milliseconds(pGroup, volumeBeg, volumeEnd, fadeLengthInMilliseconds); +} + +MA_API float ma_sound_group_get_current_fade_volume(ma_sound_group* pGroup) +{ + return ma_sound_get_current_fade_volume(pGroup); +} + +MA_API void ma_sound_group_set_start_time_in_pcm_frames(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInFrames) +{ + ma_sound_set_start_time_in_pcm_frames(pGroup, absoluteGlobalTimeInFrames); +} + +MA_API void ma_sound_group_set_start_time_in_milliseconds(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInMilliseconds) +{ + ma_sound_set_start_time_in_milliseconds(pGroup, absoluteGlobalTimeInMilliseconds); +} + +MA_API void ma_sound_group_set_stop_time_in_pcm_frames(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInFrames) +{ + ma_sound_set_stop_time_in_pcm_frames(pGroup, absoluteGlobalTimeInFrames); +} + +MA_API void ma_sound_group_set_stop_time_in_milliseconds(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInMilliseconds) +{ + ma_sound_set_stop_time_in_milliseconds(pGroup, absoluteGlobalTimeInMilliseconds); +} + +MA_API ma_bool32 ma_sound_group_is_playing(const ma_sound_group* pGroup) +{ + return ma_sound_is_playing(pGroup); +} + +MA_API ma_uint64 ma_sound_group_get_time_in_pcm_frames(const ma_sound_group* pGroup) +{ + return ma_sound_get_time_in_pcm_frames(pGroup); +} +#endif /* MA_NO_ENGINE */ + + /************************************************************************************************************************************************************** *************************************************************************************************************************************************************** diff --git a/research/miniaudio_engine.h b/research/miniaudio_engine.h index 494309f4..0b0d5588 100644 --- a/research/miniaudio_engine.h +++ b/research/miniaudio_engine.h @@ -820,542 +820,8 @@ Within the world there is the concept of a "listener". Each `ma_engine` instance if you need more than one listener. In this case you will want to share a resource manager which you can do by initializing one manually and passing it into `ma_engine_config`. Using this method will require your application to manage groups and sounds on a per `ma_engine` basis. */ -typedef struct ma_engine ma_engine; -typedef struct ma_sound ma_sound; -/* Gainer for smooth volume changes. */ -typedef struct -{ - ma_uint32 channels; - ma_uint32 smoothTimeInFrames; -} ma_gainer_config; - -MA_API ma_gainer_config ma_gainer_config_init(ma_uint32 channels, ma_uint32 smoothTimeInFrames); - - -typedef struct -{ - ma_gainer_config config; - ma_uint32 t; - float* pOldGains; - float* pNewGains; - - /* Memory management. */ - void* _pHeap; - ma_bool32 _ownsHeap; -} ma_gainer; - -MA_API ma_result ma_gainer_get_heap_size(const ma_gainer_config* pConfig, size_t* pHeapSizeInBytes); -MA_API ma_result ma_gainer_init_preallocated(const ma_gainer_config* pConfig, void* pHeap, ma_gainer* pGainer); -MA_API ma_result ma_gainer_init(const ma_gainer_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_gainer* pGainer); -MA_API void ma_gainer_uninit(ma_gainer* pGainer, const ma_allocation_callbacks* pAllocationCallbacks); -MA_API ma_result ma_gainer_process_pcm_frames(ma_gainer* pGainer, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount); -MA_API ma_result ma_gainer_set_gain(ma_gainer* pGainer, float newGain); -MA_API ma_result ma_gainer_set_gains(ma_gainer* pGainer, float* pNewGains); - - - -/* Stereo panner. */ -typedef enum -{ - ma_pan_mode_balance = 0, /* Does not blend one side with the other. Technically just a balance. Compatible with other popular audio engines and therefore the default. */ - ma_pan_mode_pan /* A true pan. The sound from one side will "move" to the other side and blend with it. */ -} ma_pan_mode; - -typedef struct -{ - ma_format format; - ma_uint32 channels; - ma_pan_mode mode; - float pan; -} ma_panner_config; - -MA_API ma_panner_config ma_panner_config_init(ma_format format, ma_uint32 channels); - - -typedef struct -{ - ma_format format; - ma_uint32 channels; - ma_pan_mode mode; - float pan; /* -1..1 where 0 is no pan, -1 is left side, +1 is right side. Defaults to 0. */ -} ma_panner; - -MA_API ma_result ma_panner_init(const ma_panner_config* pConfig, ma_panner* pPanner); -MA_API ma_result ma_panner_process_pcm_frames(ma_panner* pPanner, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount); -MA_API void ma_panner_set_mode(ma_panner* pPanner, ma_pan_mode mode); -MA_API void ma_panner_set_pan(ma_panner* pPanner, float pan); - - - -/* Fader. */ -typedef struct -{ - ma_format format; - ma_uint32 channels; - ma_uint32 sampleRate; -} ma_fader_config; - -MA_API ma_fader_config ma_fader_config_init(ma_format format, ma_uint32 channels, ma_uint32 sampleRate); - -typedef struct -{ - ma_fader_config config; - float volumeBeg; /* If volumeBeg and volumeEnd is equal to 1, no fading happens (ma_fader_process_pcm_frames() will run as a passthrough). */ - float volumeEnd; - ma_uint64 lengthInFrames; /* The total length of the fade. */ - ma_uint64 cursorInFrames; /* The current time in frames. Incremented by ma_fader_process_pcm_frames(). */ -} ma_fader; - -MA_API ma_result ma_fader_init(const ma_fader_config* pConfig, ma_fader* pFader); -MA_API ma_result ma_fader_process_pcm_frames(ma_fader* pFader, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount); -MA_API void ma_fader_get_data_format(const ma_fader* pFader, ma_format* pFormat, ma_uint32* pChannels, ma_uint32* pSampleRate); -MA_API void ma_fader_set_fade(ma_fader* pFader, float volumeBeg, float volumeEnd, ma_uint64 lengthInFrames); -MA_API float ma_fader_get_current_volume(ma_fader* pFader); - - - -/* Spatializer. */ -typedef struct -{ - float x; - float y; - float z; -} ma_vec3f; - -typedef enum -{ - ma_attenuation_model_none, /* No distance attenuation and no spatialization. */ - ma_attenuation_model_inverse, /* Equivalent to OpenAL's AL_INVERSE_DISTANCE_CLAMPED. */ - ma_attenuation_model_linear, /* Linear attenuation. Equivalent to OpenAL's AL_LINEAR_DISTANCE_CLAMPED. */ - ma_attenuation_model_exponential /* Exponential attenuation. Equivalent to OpenAL's AL_EXPONENT_DISTANCE_CLAMPED. */ -} ma_attenuation_model; - -typedef enum -{ - ma_positioning_absolute, - ma_positioning_relative -} ma_positioning; - -typedef enum -{ - ma_handedness_right, - ma_handedness_left -} ma_handedness; - - -typedef struct -{ - ma_uint32 channelsOut; - ma_channel* pChannelMapOut; - ma_handedness handedness; /* Defaults to right. Forward is -1 on the Z axis. In a left handed system, forward is +1 on the Z axis. */ - float coneInnerAngleInRadians; - float coneOuterAngleInRadians; - float coneOuterGain; - float speedOfSound; - ma_vec3f worldUp; -} ma_spatializer_listener_config; - -MA_API ma_spatializer_listener_config ma_spatializer_listener_config_init(ma_uint32 channelsOut); - - -typedef struct -{ - ma_spatializer_listener_config config; - ma_vec3f position; /* The absolute position of the listener. */ - ma_vec3f direction; /* The direction the listener is facing. The world up vector is config.worldUp. */ - ma_vec3f velocity; - - /* Memory management. */ - void* _pHeap; - ma_bool32 _ownsHeap; -} ma_spatializer_listener; - -MA_API ma_result ma_spatializer_listener_get_heap_size(const ma_spatializer_listener_config* pConfig, size_t* pHeapSizeInBytes); -MA_API ma_result ma_spatializer_listener_init_preallocated(const ma_spatializer_listener_config* pConfig, void* pHeap, ma_spatializer_listener* pListener); -MA_API ma_result ma_spatializer_listener_init(const ma_spatializer_listener_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_spatializer_listener* pListener); -MA_API void ma_spatializer_listener_uninit(ma_spatializer_listener* pListener, const ma_allocation_callbacks* pAllocationCallbacks); -MA_API ma_channel* ma_spatializer_listener_get_channel_map(ma_spatializer_listener* pListener); -MA_API void ma_spatializer_listener_set_cone(ma_spatializer_listener* pListener, float innerAngleInRadians, float outerAngleInRadians, float outerGain); -MA_API void ma_spatializer_listener_get_cone(const ma_spatializer_listener* pListener, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); -MA_API void ma_spatializer_listener_set_position(ma_spatializer_listener* pListener, float x, float y, float z); -MA_API ma_vec3f ma_spatializer_listener_get_position(const ma_spatializer_listener* pListener); -MA_API void ma_spatializer_listener_set_direction(ma_spatializer_listener* pListener, float x, float y, float z); -MA_API ma_vec3f ma_spatializer_listener_get_direction(const ma_spatializer_listener* pListener); -MA_API void ma_spatializer_listener_set_velocity(ma_spatializer_listener* pListener, float x, float y, float z); -MA_API ma_vec3f ma_spatializer_listener_get_velocity(const ma_spatializer_listener* pListener); -MA_API void ma_spatializer_listener_set_speed_of_sound(ma_spatializer_listener* pListener, float speedOfSound); -MA_API float ma_spatializer_listener_get_speed_of_sound(const ma_spatializer_listener* pListener); -MA_API void ma_spatializer_listener_set_world_up(ma_spatializer_listener* pListener, float x, float y, float z); -MA_API ma_vec3f ma_spatializer_listener_get_world_up(const ma_spatializer_listener* pListener); - - -typedef struct -{ - ma_uint32 channelsIn; - ma_uint32 channelsOut; - ma_channel* pChannelMapIn; - ma_attenuation_model attenuationModel; - ma_positioning positioning; - ma_handedness handedness; /* Defaults to right. Forward is -1 on the Z axis. In a left handed system, forward is +1 on the Z axis. */ - float minGain; - float maxGain; - float minDistance; - float maxDistance; - float rolloff; - float coneInnerAngleInRadians; - float coneOuterAngleInRadians; - float coneOuterGain; - float dopplerFactor; /* Set to 0 to disable doppler effect. This will run on a fast path. */ - ma_uint32 gainSmoothTimeInFrames; /* When the gain of a channel changes during spatialization, the transition will be linearly interpolated over this number of frames. */ -} ma_spatializer_config; - -MA_API ma_spatializer_config ma_spatializer_config_init(ma_uint32 channelsIn, ma_uint32 channelsOut); - - -typedef struct -{ - ma_spatializer_config config; - ma_vec3f position; - ma_vec3f direction; - ma_vec3f velocity; /* For doppler effect. */ - float dopplerPitch; /* Will be updated by ma_spatializer_process_pcm_frames() and can be used by higher level functions to apply a pitch shift for doppler effect. */ - ma_gainer gainer; /* For smooth gain transitions. */ - float* pNewChannelGainsOut; /* An offset of _pHeap. Used by ma_spatializer_process_pcm_frames() to store new channel gains. The number of elements in this array is equal to config.channelsOut. */ - - /* Memory management. */ - void* _pHeap; - ma_bool32 _ownsHeap; -} ma_spatializer; - -MA_API ma_result ma_spatializer_get_heap_size(const ma_spatializer_config* pConfig, size_t* pHeapSizeInBytes); -MA_API ma_result ma_spatializer_init_preallocated(const ma_spatializer_config* pConfig, void* pHeap, ma_spatializer* pSpatializer); -MA_API ma_result ma_spatializer_init(const ma_spatializer_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_spatializer* pSpatializer); -MA_API void ma_spatializer_uninit(ma_spatializer* pSpatializer, const ma_allocation_callbacks* pAllocationCallbacks); -MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer, ma_spatializer_listener* pListener, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount); -MA_API ma_uint32 ma_spatializer_get_input_channels(const ma_spatializer* pSpatializer); -MA_API ma_uint32 ma_spatializer_get_output_channels(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_attenuation_model(ma_spatializer* pSpatializer, ma_attenuation_model attenuationModel); -MA_API ma_attenuation_model ma_spatializer_get_attenuation_model(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_positioning(ma_spatializer* pSpatializer, ma_positioning positioning); -MA_API ma_positioning ma_spatializer_get_positioning(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_rolloff(ma_spatializer* pSpatializer, float rolloff); -MA_API float ma_spatializer_get_rolloff(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_min_gain(ma_spatializer* pSpatializer, float minGain); -MA_API float ma_spatializer_get_min_gain(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_max_gain(ma_spatializer* pSpatializer, float maxGain); -MA_API float ma_spatializer_get_max_gain(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_min_distance(ma_spatializer* pSpatializer, float minDistance); -MA_API float ma_spatializer_get_min_distance(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_max_distance(ma_spatializer* pSpatializer, float maxDistance); -MA_API float ma_spatializer_get_max_distance(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_cone(ma_spatializer* pSpatializer, float innerAngleInRadians, float outerAngleInRadians, float outerGain); -MA_API void ma_spatializer_get_cone(const ma_spatializer* pSpatializer, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); -MA_API void ma_spatializer_set_doppler_factor(ma_spatializer* pSpatializer, float dopplerFactor); -MA_API float ma_spatializer_get_doppler_factor(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_position(ma_spatializer* pSpatializer, float x, float y, float z); -MA_API ma_vec3f ma_spatializer_get_position(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_direction(ma_spatializer* pSpatializer, float x, float y, float z); -MA_API ma_vec3f ma_spatializer_get_direction(const ma_spatializer* pSpatializer); -MA_API void ma_spatializer_set_velocity(ma_spatializer* pSpatializer, float x, float y, float z); -MA_API ma_vec3f ma_spatializer_get_velocity(const ma_spatializer* pSpatializer); - - - -/* Sound flags. */ -#define MA_SOUND_FLAG_STREAM MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_STREAM /* 0x00000001 */ -#define MA_SOUND_FLAG_DECODE MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_DECODE /* 0x00000002 */ -#define MA_SOUND_FLAG_ASYNC MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_ASYNC /* 0x00000004 */ -#define MA_SOUND_FLAG_WAIT_INIT MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_WAIT_INIT /* 0x00000008 */ -#define MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT 0x00000010 /* Do not attach to the endpoint by default. Useful for when setting up nodes in a complex graph system. */ -#define MA_SOUND_FLAG_NO_PITCH 0x00000020 /* Disable pitch shifting with ma_sound_set_pitch() and ma_sound_group_set_pitch(). This is an optimization. */ -#define MA_SOUND_FLAG_NO_SPATIALIZATION 0x00000040 /* Disable spatialization. */ - -#ifndef MA_ENGINE_MAX_LISTENERS -#define MA_ENGINE_MAX_LISTENERS 4 -#endif - -#define MA_LISTENER_INDEX_CLOSEST ((ma_uint8)-1) - -typedef enum -{ - ma_engine_node_type_sound, - ma_engine_node_type_group -} ma_engine_node_type; - -typedef struct -{ - ma_engine* pEngine; - ma_engine_node_type type; - ma_uint32 channelsIn; - ma_uint32 channelsOut; - ma_uint32 sampleRate; /* Only used when the type is set to ma_engine_node_type_sound. */ - ma_bool8 isPitchDisabled; /* Pitching can be explicitly disable with MA_SOUND_FLAG_NO_PITCH to optimize processing. */ - ma_bool8 isSpatializationDisabled; /* Spatialization can be explicitly disabled with MA_SOUND_FLAG_NO_SPATIALIZATION. */ - ma_uint8 pinnedListenerIndex; /* The index of the listener this node should always use for spatialization. If set to MA_LISTENER_INDEX_CLOSEST the engine will use the closest listener. */ -} ma_engine_node_config; - -MA_API ma_engine_node_config ma_engine_node_config_init(ma_engine* pEngine, ma_engine_node_type type, ma_uint32 flags); - - -/* Base node object for both ma_sound and ma_sound_group. */ -typedef struct -{ - ma_node_base baseNode; /* Must be the first member for compatiblity with the ma_node API. */ - ma_engine* pEngine; /* A pointer to the engine. Set based on the value from the config. */ - ma_uint32 sampleRate; /* The sample rate of the input data. For sounds backed by a data source, this will be the data source's sample rate. Otherwise it'll be the engine's sample rate. */ - ma_fader fader; - ma_linear_resampler resampler; /* For pitch shift. */ - ma_spatializer spatializer; - ma_panner panner; - MA_ATOMIC float pitch; - float oldPitch; /* For determining whether or not the resampler needs to be updated to reflect the new pitch. The resampler will be updated on the mixing thread. */ - float oldDopplerPitch; /* For determining whether or not the resampler needs to be updated to take a new doppler pitch into account. */ - MA_ATOMIC ma_bool8 isPitchDisabled; /* When set to true, pitching will be disabled which will allow the resampler to be bypassed to save some computation. */ - MA_ATOMIC ma_bool8 isSpatializationDisabled; /* Set to false by default. When set to false, will not have spatialisation applied. */ - MA_ATOMIC ma_uint8 pinnedListenerIndex; /* The index of the listener this node should always use for spatialization. If set to MA_LISTENER_INDEX_CLOSEST the engine will use the closest listener. */ - - /* Memory management. */ - ma_bool8 _ownsHeap; - void* _pHeap; -} ma_engine_node; - -MA_API ma_result ma_engine_node_get_heap_size(const ma_engine_node_config* pConfig, size_t* pHeapSizeInBytes); -MA_API ma_result ma_engine_node_init_preallocated(const ma_engine_node_config* pConfig, void* pHeap, ma_engine_node* pEngineNode); -MA_API ma_result ma_engine_node_init(const ma_engine_node_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_engine_node* pEngineNode); -MA_API void ma_engine_node_uninit(ma_engine_node* pEngineNode, const ma_allocation_callbacks* pAllocationCallbacks); - - -typedef struct -{ - const char* pFilePath; /* Set this to load from the resource manager. */ - const wchar_t* pFilePathW; /* Set this to load from the resource manager. */ - ma_data_source* pDataSource; /* Set this to load from an existing data source. */ - ma_node* pInitialAttachment; /* If set, the sound will be attached to an input of this node. This can be set to a ma_sound. If set to NULL, the sound will be attached directly to the endpoint unless MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT is set in `flags`. */ - ma_uint32 initialAttachmentInputBusIndex; /* The index of the input bus of pInitialAttachment to attach the sound to. */ - ma_uint32 channelsIn; /* Ignored if using a data source as input (the data source's channel count will be used always). Otherwise, setting to 0 will cause the engine's channel count to be used. */ - ma_uint32 channelsOut; /* Set this to 0 (default) to use the engine's channel count. */ - ma_uint32 flags; /* A combination of MA_SOUND_FLAG_* flags. */ - ma_fence* pDoneFence; /* Released when the resource manager has finished decoding the entire sound. Not used with streams. */ -} ma_sound_config; - -MA_API ma_sound_config ma_sound_config_init(void); - -struct ma_sound -{ - ma_engine_node engineNode; /* Must be the first member for compatibility with the ma_node API. */ - ma_data_source* pDataSource; - ma_uint64 seekTarget; /* The PCM frame index to seek to in the mixing thread. Set to (~(ma_uint64)0) to not perform any seeking. */ - MA_ATOMIC ma_bool8 isLooping; /* False by default. */ - MA_ATOMIC ma_bool8 atEnd; - ma_bool8 ownsDataSource; - - /* - We're declaring a resource manager data source object here to save us a malloc when loading a - sound via the resource manager, which I *think* will be the most common scenario. - */ -#ifndef MA_NO_RESOURCE_MANAGER - ma_resource_manager_data_source* pResourceManagerDataSource; -#endif -}; - -/* Structure specifically for sounds played with ma_engine_play_sound(). Making this a separate structure to reduce overhead. */ -typedef struct ma_sound_inlined ma_sound_inlined; -struct ma_sound_inlined -{ - ma_sound sound; - ma_sound_inlined* pNext; - ma_sound_inlined* pPrev; -}; - -/* A sound group is just a sound. */ -typedef ma_sound_config ma_sound_group_config; -typedef ma_sound ma_sound_group; - -MA_API ma_sound_group_config ma_sound_group_config_init(void); - - -typedef struct -{ - ma_resource_manager* pResourceManager; /* Can be null in which case a resource manager will be created for you. */ - ma_context* pContext; - ma_device* pDevice; /* If set, the caller is responsible for calling ma_engine_data_callback() in the device's data callback. */ - ma_log* pLog; /* When set to NULL, will use the context's log. */ - ma_uint32 listenerCount; /* Must be between 1 and MA_ENGINE_MAX_LISTENERS. */ - ma_uint32 channels; /* The number of channels to use when mixing and spatializing. When set to 0, will use the native channel count of the device. */ - ma_uint32 sampleRate; /* The sample rate. When set to 0 will use the native channel count of the device. */ - ma_uint32 periodSizeInFrames; /* If set to something other than 0, updates will always be exactly this size. The underlying device may be a different size, but from the perspective of the mixer that won't matter.*/ - ma_uint32 periodSizeInMilliseconds; /* Used if periodSizeInFrames is unset. */ - ma_uint32 gainSmoothTimeInFrames; /* The number of frames to interpolate the gain of spatialized sounds across. If set to 0, will use gainSmoothTimeInMilliseconds. */ - ma_uint32 gainSmoothTimeInMilliseconds; /* When set to 0, gainSmoothTimeInFrames will be used. If both are set to 0, a default value will be used. */ - ma_device_id* pPlaybackDeviceID; /* The ID of the playback device to use with the default listener. */ - ma_allocation_callbacks allocationCallbacks; - ma_bool32 noAutoStart; /* When set to true, requires an explicit call to ma_engine_start(). This is false by default, meaning the engine will be started automatically in ma_engine_init(). */ - ma_vfs* pResourceManagerVFS; /* A pointer to a pre-allocated VFS object to use with the resource manager. This is ignored if pResourceManager is not NULL. */ -} ma_engine_config; - -MA_API ma_engine_config ma_engine_config_init(void); - - -struct ma_engine -{ - ma_node_graph nodeGraph; /* An engine is a node graph. It should be able to be plugged into any ma_node_graph API (with a cast) which means this must be the first member of this struct. */ - ma_resource_manager* pResourceManager; - ma_device* pDevice; /* Optionally set via the config, otherwise allocated by the engine in ma_engine_init(). */ - ma_log* pLog; - ma_uint32 listenerCount; - ma_spatializer_listener listeners[MA_ENGINE_MAX_LISTENERS]; - ma_allocation_callbacks allocationCallbacks; - ma_bool8 ownsResourceManager; - ma_bool8 ownsDevice; - ma_mutex inlinedSoundLock; /* For synchronizing access so the inlined sound list. */ - ma_sound_inlined* pInlinedSoundHead; /* The first inlined sound. Inlined sounds are tracked in a linked list. */ - MA_ATOMIC ma_uint32 inlinedSoundCount; /* The total number of allocated inlined sound objects. Used for debugging. */ - ma_uint32 gainSmoothTimeInFrames; /* The number of frames to interpolate the gain of spatialized sounds across. */ -}; - -MA_API ma_result ma_engine_init(const ma_engine_config* pConfig, ma_engine* pEngine); -MA_API void ma_engine_uninit(ma_engine* pEngine); -MA_API void ma_engine_data_callback(ma_engine* pEngine, void* pOutput, const void* pInput, ma_uint32 frameCount); -MA_API ma_device* ma_engine_get_device(ma_engine* pEngine); -MA_API ma_log* ma_engine_get_log(ma_engine* pEngine); -MA_API ma_node* ma_engine_get_endpoint(ma_engine* pEngine); -MA_API ma_uint64 ma_engine_get_time(const ma_engine* pEngine); -MA_API ma_uint64 ma_engine_set_time(ma_engine* pEngine, ma_uint64 globalTime); -MA_API ma_uint32 ma_engine_get_channels(const ma_engine* pEngine); -MA_API ma_uint32 ma_engine_get_sample_rate(const ma_engine* pEngine); - -MA_API ma_result ma_engine_start(ma_engine* pEngine); -MA_API ma_result ma_engine_stop(ma_engine* pEngine); -MA_API ma_result ma_engine_set_volume(ma_engine* pEngine, float volume); -MA_API ma_result ma_engine_set_gain_db(ma_engine* pEngine, float gainDB); - -MA_API ma_uint32 ma_engine_get_listener_count(const ma_engine* pEngine); -MA_API ma_uint32 ma_engine_find_closest_listener(const ma_engine* pEngine, float absolutePosX, float absolutePosY, float absolutePosZ); -MA_API void ma_engine_listener_set_position(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z); -MA_API ma_vec3f ma_engine_listener_get_position(const ma_engine* pEngine, ma_uint32 listenerIndex); -MA_API void ma_engine_listener_set_direction(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z); -MA_API ma_vec3f ma_engine_listener_get_direction(const ma_engine* pEngine, ma_uint32 listenerIndex); -MA_API void ma_engine_listener_set_velocity(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z); -MA_API ma_vec3f ma_engine_listener_get_velocity(const ma_engine* pEngine, ma_uint32 listenerIndex); -MA_API void ma_engine_listener_set_cone(ma_engine* pEngine, ma_uint32 listenerIndex, float innerAngleInRadians, float outerAngleInRadians, float outerGain); -MA_API void ma_engine_listener_get_cone(const ma_engine* pEngine, ma_uint32 listenerIndex, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); -MA_API void ma_engine_listener_set_world_up(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z); -MA_API ma_vec3f ma_engine_listener_get_world_up(const ma_engine* pEngine, ma_uint32 listenerIndex); - -MA_API ma_result ma_engine_play_sound(ma_engine* pEngine, const char* pFilePath, ma_sound_group* pGroup); /* Fire and forget. */ - - -#ifndef MA_NO_RESOURCE_MANAGER -MA_API ma_result ma_sound_init_from_file(ma_engine* pEngine, const char* pFilePath, ma_uint32 flags, ma_sound_group* pGroup, ma_fence* pDoneFence, ma_sound* pSound); -MA_API ma_result ma_sound_init_from_file_w(ma_engine* pEngine, const wchar_t* pFilePath, ma_uint32 flags, ma_sound_group* pGroup, ma_fence* pDoneFence, ma_sound* pSound); -MA_API ma_result ma_sound_init_copy(ma_engine* pEngine, const ma_sound* pExistingSound, ma_uint32 flags, ma_sound_group* pGroup, ma_sound* pSound); -#endif -MA_API ma_result ma_sound_init_from_data_source(ma_engine* pEngine, ma_data_source* pDataSource, ma_uint32 flags, ma_sound_group* pGroup, ma_sound* pSound); -MA_API ma_result ma_sound_init_ex(ma_engine* pEngine, const ma_sound_config* pConfig, ma_sound* pSound); -MA_API void ma_sound_uninit(ma_sound* pSound); -MA_API ma_engine* ma_sound_get_engine(const ma_sound* pSound); -MA_API ma_data_source* ma_sound_get_data_source(const ma_sound* pSound); -MA_API ma_result ma_sound_start(ma_sound* pSound); -MA_API ma_result ma_sound_stop(ma_sound* pSound); -MA_API ma_result ma_sound_set_volume(ma_sound* pSound, float volume); -MA_API ma_result ma_sound_set_gain_db(ma_sound* pSound, float gainDB); -MA_API void ma_sound_set_pan(ma_sound* pSound, float pan); -MA_API void ma_sound_set_pan_mode(ma_sound* pSound, ma_pan_mode panMode); -MA_API void ma_sound_set_pitch(ma_sound* pSound, float pitch); -MA_API void ma_sound_set_spatialization_enabled(ma_sound* pSound, ma_bool32 enabled); -MA_API void ma_sound_set_pinned_listener_index(ma_sound* pSound, ma_uint8 listenerIndex); -MA_API ma_uint8 ma_sound_get_pinned_listener_index(const ma_sound* pSound); -MA_API void ma_sound_set_position(ma_sound* pSound, float x, float y, float z); -MA_API ma_vec3f ma_sound_get_position(const ma_sound* pSound); -MA_API void ma_sound_set_direction(ma_sound* pSound, float x, float y, float z); -MA_API ma_vec3f ma_sound_get_direction(const ma_sound* pSound); -MA_API void ma_sound_set_velocity(ma_sound* pSound, float x, float y, float z); -MA_API ma_vec3f ma_sound_get_velocity(const ma_sound* pSound); -MA_API void ma_sound_set_attenuation_model(ma_sound* pSound, ma_attenuation_model attenuationModel); -MA_API ma_attenuation_model ma_sound_get_attenuation_model(const ma_sound* pSound); -MA_API void ma_sound_set_positioning(ma_sound* pSound, ma_positioning positioning); -MA_API ma_positioning ma_sound_get_positioning(const ma_sound* pSound); -MA_API void ma_sound_set_rolloff(ma_sound* pSound, float rolloff); -MA_API float ma_sound_get_rolloff(const ma_sound* pSound); -MA_API void ma_sound_set_min_gain(ma_sound* pSound, float minGain); -MA_API float ma_sound_get_min_gain(const ma_sound* pSound); -MA_API void ma_sound_set_max_gain(ma_sound* pSound, float maxGain); -MA_API float ma_sound_get_max_gain(const ma_sound* pSound); -MA_API void ma_sound_set_min_distance(ma_sound* pSound, float minDistance); -MA_API float ma_sound_get_min_distance(const ma_sound* pSound); -MA_API void ma_sound_set_max_distance(ma_sound* pSound, float maxDistance); -MA_API float ma_sound_get_max_distance(const ma_sound* pSound); -MA_API void ma_sound_set_cone(ma_sound* pSound, float innerAngleInRadians, float outerAngleInRadians, float outerGain); -MA_API void ma_sound_get_cone(const ma_sound* pSound, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); -MA_API void ma_sound_set_doppler_factor(ma_sound* pSound, float dopplerFactor); -MA_API float ma_sound_get_doppler_factor(const ma_sound* pSound); -MA_API void ma_sound_set_fade_in_pcm_frames(ma_sound* pSound, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInFrames); -MA_API void ma_sound_set_fade_in_milliseconds(ma_sound* pSound, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInMilliseconds); -MA_API float ma_sound_get_current_fade_volume(ma_sound* pSound); -MA_API void ma_sound_set_start_time_in_pcm_frames(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInFrames); -MA_API void ma_sound_set_start_time_in_milliseconds(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInMilliseconds); -MA_API void ma_sound_set_stop_time_in_pcm_frames(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInFrames); -MA_API void ma_sound_set_stop_time_in_milliseconds(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInMilliseconds); -MA_API ma_bool32 ma_sound_is_playing(const ma_sound* pSound); -MA_API ma_uint64 ma_sound_get_time_in_pcm_frames(const ma_sound* pSound); -MA_API void ma_sound_set_looping(ma_sound* pSound, ma_bool8 isLooping); -MA_API ma_bool32 ma_sound_is_looping(const ma_sound* pSound); -MA_API ma_bool32 ma_sound_at_end(const ma_sound* pSound); -MA_API ma_result ma_sound_seek_to_pcm_frame(ma_sound* pSound, ma_uint64 frameIndex); /* Just a wrapper around ma_data_source_seek_to_pcm_frame(). */ -MA_API ma_result ma_sound_get_data_format(ma_sound* pSound, ma_format* pFormat, ma_uint32* pChannels, ma_uint32* pSampleRate, ma_channel* pChannelMap, size_t channelMapCap); -MA_API ma_result ma_sound_get_cursor_in_pcm_frames(ma_sound* pSound, ma_uint64* pCursor); -MA_API ma_result ma_sound_get_length_in_pcm_frames(ma_sound* pSound, ma_uint64* pLength); - -MA_API ma_result ma_sound_group_init(ma_engine* pEngine, ma_uint32 flags, ma_sound_group* pParentGroup, ma_sound_group* pGroup); -MA_API ma_result ma_sound_group_init_ex(ma_engine* pEngine, const ma_sound_group_config* pConfig, ma_sound_group* pGroup); -MA_API void ma_sound_group_uninit(ma_sound_group* pGroup); -MA_API ma_engine* ma_sound_group_get_engine(const ma_sound_group* pGroup); -MA_API ma_result ma_sound_group_start(ma_sound_group* pGroup); -MA_API ma_result ma_sound_group_stop(ma_sound_group* pGroup); -MA_API ma_result ma_sound_group_set_volume(ma_sound_group* pGroup, float volume); -MA_API ma_result ma_sound_group_set_gain_db(ma_sound_group* pGroup, float gainDB); -MA_API void ma_sound_group_set_pan(ma_sound_group* pGroup, float pan); -MA_API void ma_sound_group_set_pan_mode(ma_sound_group* pGroup, ma_pan_mode panMode); -MA_API void ma_sound_group_set_pitch(ma_sound_group* pGroup, float pitch); -MA_API void ma_sound_group_set_spatialization_enabled(ma_sound_group* pGroup, ma_bool32 enabled); -MA_API void ma_sound_group_set_pinned_listener_index(ma_sound_group* pGroup, ma_uint8 listenerIndex); -MA_API ma_uint8 ma_sound_group_get_pinned_listener_index(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_position(ma_sound_group* pGroup, float x, float y, float z); -MA_API ma_vec3f ma_sound_group_get_position(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_direction(ma_sound_group* pGroup, float x, float y, float z); -MA_API ma_vec3f ma_sound_group_get_direction(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_velocity(ma_sound_group* pGroup, float x, float y, float z); -MA_API ma_vec3f ma_sound_group_get_velocity(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_attenuation_model(ma_sound_group* pGroup, ma_attenuation_model attenuationModel); -MA_API ma_attenuation_model ma_sound_group_get_attenuation_model(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_positioning(ma_sound_group* pGroup, ma_positioning positioning); -MA_API ma_positioning ma_sound_group_get_positioning(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_rolloff(ma_sound_group* pGroup, float rolloff); -MA_API float ma_sound_group_get_rolloff(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_min_gain(ma_sound_group* pGroup, float minGain); -MA_API float ma_sound_group_get_min_gain(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_max_gain(ma_sound_group* pGroup, float maxGain); -MA_API float ma_sound_group_get_max_gain(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_min_distance(ma_sound_group* pGroup, float minDistance); -MA_API float ma_sound_group_get_min_distance(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_max_distance(ma_sound_group* pGroup, float maxDistance); -MA_API float ma_sound_group_get_max_distance(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_cone(ma_sound_group* pGroup, float innerAngleInRadians, float outerAngleInRadians, float outerGain); -MA_API void ma_sound_group_get_cone(const ma_sound_group* pGroup, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain); -MA_API void ma_sound_group_set_doppler_factor(ma_sound_group* pGroup, float dopplerFactor); -MA_API float ma_sound_group_get_doppler_factor(const ma_sound_group* pGroup); -MA_API void ma_sound_group_set_fade_in_pcm_frames(ma_sound_group* pGroup, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInFrames); -MA_API void ma_sound_group_set_fade_in_milliseconds(ma_sound_group* pGroup, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInMilliseconds); -MA_API float ma_sound_group_get_current_fade_volume(ma_sound_group* pGroup); -MA_API void ma_sound_group_set_start_time_in_pcm_frames(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInFrames); -MA_API void ma_sound_group_set_start_time_in_milliseconds(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInMilliseconds); -MA_API void ma_sound_group_set_stop_time_in_pcm_frames(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInFrames); -MA_API void ma_sound_group_set_stop_time_in_milliseconds(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInMilliseconds); -MA_API ma_bool32 ma_sound_group_is_playing(const ma_sound_group* pGroup); -MA_API ma_uint64 ma_sound_group_get_time_in_pcm_frames(const ma_sound_group* pGroup); - #ifdef __cplusplus } #endif @@ -1364,4456 +830,4 @@ MA_API ma_uint64 ma_sound_group_get_time_in_pcm_frames(const ma_sound_group* pGr #if defined(MA_IMPLEMENTATION) || defined(MINIAUDIO_IMPLEMENTATION) -MA_API ma_gainer_config ma_gainer_config_init(ma_uint32 channels, ma_uint32 smoothTimeInFrames) -{ - ma_gainer_config config; - - MA_ZERO_OBJECT(&config); - config.channels = channels; - config.smoothTimeInFrames = smoothTimeInFrames; - - return config; -} - - -typedef struct -{ - size_t sizeInBytes; - size_t oldGainsOffset; - size_t newGainsOffset; -} ma_gainer_heap_layout; - -static ma_result ma_gainer_get_heap_layout(const ma_gainer_config* pConfig, ma_gainer_heap_layout* pHeapLayout) -{ - MA_ASSERT(pHeapLayout != NULL); - - MA_ZERO_OBJECT(pHeapLayout); - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - if (pConfig->channels == 0) { - return MA_INVALID_ARGS; - } - - pHeapLayout->sizeInBytes = 0; - - /* Old gains. */ - pHeapLayout->oldGainsOffset = pHeapLayout->sizeInBytes; - pHeapLayout->sizeInBytes += sizeof(float) * pConfig->channels; - - /* New gains. */ - pHeapLayout->newGainsOffset = pHeapLayout->sizeInBytes; - pHeapLayout->sizeInBytes += sizeof(float) * pConfig->channels; - - /* Alignment. */ - pHeapLayout->sizeInBytes = ma_align_64(pHeapLayout->sizeInBytes); - - return MA_SUCCESS; -} - - -MA_API ma_result ma_gainer_get_heap_size(const ma_gainer_config* pConfig, size_t* pHeapSizeInBytes) -{ - ma_result result; - ma_gainer_heap_layout heapLayout; - - if (pHeapSizeInBytes == NULL) { - return MA_INVALID_ARGS; - } - - *pHeapSizeInBytes = 0; - - result = ma_gainer_get_heap_layout(pConfig, &heapLayout); - if (result != MA_SUCCESS) { - return MA_INVALID_ARGS; - } - - *pHeapSizeInBytes = heapLayout.sizeInBytes; - - return MA_SUCCESS; -} - - -MA_API ma_result ma_gainer_init_preallocated(const ma_gainer_config* pConfig, void* pHeap, ma_gainer* pGainer) -{ - ma_result result; - ma_gainer_heap_layout heapLayout; - ma_uint32 iChannel; - - if (pGainer == NULL) { - return MA_INVALID_ARGS; - } - - MA_ZERO_OBJECT(pGainer); - - if (pConfig == NULL || pHeap == NULL) { - return MA_INVALID_ARGS; - } - - result = ma_gainer_get_heap_layout(pConfig, &heapLayout); - if (result != MA_SUCCESS) { - return result; - } - - pGainer->_pHeap = pHeap; - pGainer->pOldGains = (float*)ma_offset_ptr(pHeap, heapLayout.oldGainsOffset); - pGainer->pNewGains = (float*)ma_offset_ptr(pHeap, heapLayout.newGainsOffset); - - pGainer->config = *pConfig; - pGainer->t = (ma_uint32)-1; /* No interpolation by default. */ - - for (iChannel = 0; iChannel < pConfig->channels; iChannel += 1) { - pGainer->pOldGains[iChannel] = 1; - pGainer->pNewGains[iChannel] = 1; - } - - return MA_SUCCESS; -} - -MA_API ma_result ma_gainer_init(const ma_gainer_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_gainer* pGainer) -{ - ma_result result; - size_t heapSizeInBytes; - void* pHeap; - - result = ma_gainer_get_heap_size(pConfig, &heapSizeInBytes); - if (result != MA_SUCCESS) { - return result; /* Failed to retrieve the size of the heap allocation. */ - } - - if (heapSizeInBytes > 0) { - pHeap = ma_malloc(heapSizeInBytes, pAllocationCallbacks); - if (pHeap == NULL) { - return MA_OUT_OF_MEMORY; - } - } else { - pHeap = NULL; - } - - result = ma_gainer_init_preallocated(pConfig, pHeap, pGainer); - if (result != MA_SUCCESS) { - ma_free(pHeap, pAllocationCallbacks); - return result; - } - - pGainer->_ownsHeap = MA_TRUE; - return MA_SUCCESS; -} - -MA_API void ma_gainer_uninit(ma_gainer* pGainer, const ma_allocation_callbacks* pAllocationCallbacks) -{ - if (pGainer == NULL) { - return; - } - - if (pGainer->_ownsHeap) { - ma_free(pGainer->_pHeap, pAllocationCallbacks); - } -} - -static float ma_gainer_calculate_current_gain(const ma_gainer* pGainer, ma_uint32 channel) -{ - float a = (float)pGainer->t / pGainer->config.smoothTimeInFrames; - return ma_mix_f32_fast(pGainer->pOldGains[channel], pGainer->pNewGains[channel], a); -} - -MA_API ma_result ma_gainer_process_pcm_frames(ma_gainer* pGainer, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount) -{ - ma_uint64 iFrame; - ma_uint32 iChannel; - float* pFramesOutF32 = (float*)pFramesOut; - const float* pFramesInF32 = (const float*)pFramesIn; - - if (pGainer == NULL) { - return MA_INVALID_ARGS; - } - - if (pGainer->t >= pGainer->config.smoothTimeInFrames) { - /* Fast path. No gain calculation required. */ - ma_copy_and_apply_volume_factor_per_channel_f32(pFramesOutF32, pFramesInF32, frameCount, pGainer->config.channels, pGainer->pNewGains); - - /* Now that some frames have been processed we need to make sure future changes to the gain are interpolated. */ - if (pGainer->t == (ma_uint32)-1) { - pGainer->t = pGainer->config.smoothTimeInFrames; - } - } else { - /* Slow path. Need to interpolate the gain for each channel individually. */ - - /* We can allow the input and output buffers to be null in which case we'll just update the internal timer. */ - if (pFramesOut != NULL && pFramesIn != NULL) { - float a = (float)pGainer->t / pGainer->config.smoothTimeInFrames; - float d = 1.0f / pGainer->config.smoothTimeInFrames; - ma_uint32 channelCount = pGainer->config.channels; - - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - for (iChannel = 0; iChannel < channelCount; iChannel += 1) { - pFramesOutF32[iChannel] = pFramesInF32[iChannel] * ma_mix_f32_fast(pGainer->pOldGains[iChannel], pGainer->pNewGains[iChannel], a); - } - - pFramesOutF32 += channelCount; - pFramesInF32 += channelCount; - - a += d; - if (a > 1) { - a = 1; - } - } - } - - pGainer->t = (ma_uint32)ma_min(pGainer->t + frameCount, pGainer->config.smoothTimeInFrames); - - #if 0 /* Reference implementation. */ - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - /* We can allow the input and output buffers to be null in which case we'll just update the internal timer. */ - if (pFramesOut != NULL && pFramesIn != NULL) { - for (iChannel = 0; iChannel < pGainer->config.channels; iChannel += 1) { - pFramesOutF32[iFrame*pGainer->config.channels + iChannel] = pFramesInF32[iFrame*pGainer->config.channels + iChannel] * ma_gainer_calculate_current_gain(pGainer, iChannel); - } - } - - /* Move interpolation time forward, but don't go beyond our smoothing time. */ - pGainer->t = ma_min(pGainer->t + 1, pGainer->config.smoothTimeInFrames); - } - #endif - } - - return MA_SUCCESS; -} - -static void ma_gainer_set_gain_by_index(ma_gainer* pGainer, float newGain, ma_uint32 iChannel) -{ - pGainer->pOldGains[iChannel] = ma_gainer_calculate_current_gain(pGainer, iChannel); - pGainer->pNewGains[iChannel] = newGain; -} - -static void ma_gainer_reset_smoothing_time(ma_gainer* pGainer) -{ - if (pGainer->t == (ma_uint32)-1) { - pGainer->t = pGainer->config.smoothTimeInFrames; /* No smoothing required for initial gains setting. */ - } else { - pGainer->t = 0; - } -} - -MA_API ma_result ma_gainer_set_gain(ma_gainer* pGainer, float newGain) -{ - ma_uint32 iChannel; - - if (pGainer == NULL) { - return MA_INVALID_ARGS; - } - - for (iChannel = 0; iChannel < pGainer->config.channels; iChannel += 1) { - ma_gainer_set_gain_by_index(pGainer, newGain, iChannel); - } - - /* The smoothing time needs to be reset to ensure we always interpolate by the configured smoothing time, but only if it's not the first setting. */ - ma_gainer_reset_smoothing_time(pGainer); - - return MA_SUCCESS; -} - -MA_API ma_result ma_gainer_set_gains(ma_gainer* pGainer, float* pNewGains) -{ - ma_uint32 iChannel; - - if (pGainer == NULL || pNewGains == NULL) { - return MA_INVALID_ARGS; - } - - for (iChannel = 0; iChannel < pGainer->config.channels; iChannel += 1) { - ma_gainer_set_gain_by_index(pGainer, pNewGains[iChannel], iChannel); - } - - /* The smoothing time needs to be reset to ensure we always interpolate by the configured smoothing time, but only if it's not the first setting. */ - ma_gainer_reset_smoothing_time(pGainer); - - return MA_SUCCESS; -} - - -MA_API ma_panner_config ma_panner_config_init(ma_format format, ma_uint32 channels) -{ - ma_panner_config config; - - MA_ZERO_OBJECT(&config); - config.format = format; - config.channels = channels; - config.mode = ma_pan_mode_balance; /* Set to balancing mode by default because it's consistent with other audio engines and most likely what the caller is expecting. */ - config.pan = 0; - - return config; -} - - -MA_API ma_result ma_panner_init(const ma_panner_config* pConfig, ma_panner* pPanner) -{ - if (pPanner == NULL) { - return MA_INVALID_ARGS; - } - - MA_ZERO_OBJECT(pPanner); - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - pPanner->format = pConfig->format; - pPanner->channels = pConfig->channels; - pPanner->mode = pConfig->mode; - pPanner->pan = pConfig->pan; - - return MA_SUCCESS; -} - -static void ma_stereo_balance_pcm_frames_f32(float* pFramesOut, const float* pFramesIn, ma_uint64 frameCount, float pan) -{ - ma_uint64 iFrame; - - if (pan > 0) { - float factor = 1.0f - pan; - if (pFramesOut == pFramesIn) { - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - pFramesOut[iFrame*2 + 0] = pFramesIn[iFrame*2 + 0] * factor; - } - } else { - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - pFramesOut[iFrame*2 + 0] = pFramesIn[iFrame*2 + 0] * factor; - pFramesOut[iFrame*2 + 1] = pFramesIn[iFrame*2 + 1]; - } - } - } else { - float factor = 1.0f + pan; - if (pFramesOut == pFramesIn) { - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - pFramesOut[iFrame*2 + 1] = pFramesIn[iFrame*2 + 1] * factor; - } - } else { - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - pFramesOut[iFrame*2 + 0] = pFramesIn[iFrame*2 + 0]; - pFramesOut[iFrame*2 + 1] = pFramesIn[iFrame*2 + 1] * factor; - } - } - } -} - -static void ma_stereo_balance_pcm_frames(void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount, ma_format format, float pan) -{ - if (pan == 0) { - /* Fast path. No panning required. */ - if (pFramesOut == pFramesIn) { - /* No-op */ - } else { - ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, format, 2); - } - - return; - } - - switch (format) { - case ma_format_f32: ma_stereo_balance_pcm_frames_f32((float*)pFramesOut, (float*)pFramesIn, frameCount, pan); break; - - /* Unknown format. Just copy. */ - default: - { - ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, format, 2); - } break; - } -} - - -static void ma_stereo_pan_pcm_frames_f32(float* pFramesOut, const float* pFramesIn, ma_uint64 frameCount, float pan) -{ - ma_uint64 iFrame; - - if (pan > 0) { - float factorL0 = 1.0f - pan; - float factorL1 = 0.0f + pan; - - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - float sample0 = (pFramesIn[iFrame*2 + 0] * factorL0); - float sample1 = (pFramesIn[iFrame*2 + 0] * factorL1) + pFramesIn[iFrame*2 + 1]; - - pFramesOut[iFrame*2 + 0] = sample0; - pFramesOut[iFrame*2 + 1] = sample1; - } - } else { - float factorR0 = 0.0f - pan; - float factorR1 = 1.0f + pan; - - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - float sample0 = pFramesIn[iFrame*2 + 0] + (pFramesIn[iFrame*2 + 1] * factorR0); - float sample1 = (pFramesIn[iFrame*2 + 1] * factorR1); - - pFramesOut[iFrame*2 + 0] = sample0; - pFramesOut[iFrame*2 + 1] = sample1; - } - } -} - -static void ma_stereo_pan_pcm_frames(void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount, ma_format format, float pan) -{ - if (pan == 0) { - /* Fast path. No panning required. */ - if (pFramesOut == pFramesIn) { - /* No-op */ - } else { - ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, format, 2); - } - - return; - } - - switch (format) { - case ma_format_f32: ma_stereo_pan_pcm_frames_f32((float*)pFramesOut, (float*)pFramesIn, frameCount, pan); break; - - /* Unknown format. Just copy. */ - default: - { - ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, format, 2); - } break; - } -} - -MA_API ma_result ma_panner_process_pcm_frames(ma_panner* pPanner, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount) -{ - if (pPanner == NULL || pFramesOut == NULL || pFramesIn == NULL) { - return MA_INVALID_ARGS; - } - - if (pPanner->channels == 2) { - /* Stereo case. For now assume channel 0 is left and channel right is 1, but should probably add support for a channel map. */ - if (pPanner->mode == ma_pan_mode_balance) { - ma_stereo_balance_pcm_frames(pFramesOut, pFramesIn, frameCount, pPanner->format, pPanner->pan); - } else { - ma_stereo_pan_pcm_frames(pFramesOut, pFramesIn, frameCount, pPanner->format, pPanner->pan); - } - } else { - if (pPanner->channels == 1) { - /* Panning has no effect on mono streams. */ - ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, pPanner->format, pPanner->channels); - } else { - /* For now we're not going to support non-stereo set ups. Not sure how I want to handle this case just yet. */ - ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, pPanner->format, pPanner->channels); - } - } - - return MA_SUCCESS; -} - -MA_API void ma_panner_set_mode(ma_panner* pPanner, ma_pan_mode mode) -{ - if (pPanner == NULL) { - return; - } - - pPanner->mode = mode; -} - -MA_API void ma_panner_set_pan(ma_panner* pPanner, float pan) -{ - if (pPanner == NULL) { - return; - } - - pPanner->pan = ma_clamp(pan, -1.0f, 1.0f); -} - - - - -MA_API ma_fader_config ma_fader_config_init(ma_format format, ma_uint32 channels, ma_uint32 sampleRate) -{ - ma_fader_config config; - - MA_ZERO_OBJECT(&config); - config.format = format; - config.channels = channels; - config.sampleRate = sampleRate; - - return config; -} - - -MA_API ma_result ma_fader_init(const ma_fader_config* pConfig, ma_fader* pFader) -{ - if (pFader == NULL) { - return MA_INVALID_ARGS; - } - - MA_ZERO_OBJECT(pFader); - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - /* Only f32 is supported for now. */ - if (pConfig->format != ma_format_f32) { - return MA_INVALID_ARGS; - } - - pFader->config = *pConfig; - pFader->volumeBeg = 1; - pFader->volumeEnd = 1; - pFader->lengthInFrames = 0; - pFader->cursorInFrames = 0; - - return MA_SUCCESS; -} - -MA_API ma_result ma_fader_process_pcm_frames(ma_fader* pFader, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount) -{ - if (pFader == NULL) { - return MA_INVALID_ARGS; - } - - /* Optimized path if volumeBeg and volumeEnd are equal. */ - if (pFader->volumeBeg == pFader->volumeEnd) { - if (pFader->volumeBeg == 1) { - /* Straight copy. */ - ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, pFader->config.format, pFader->config.channels); - } else { - /* Copy with volume. */ - ma_copy_and_apply_volume_and_clip_pcm_frames(pFramesOut, pFramesIn, frameCount, pFader->config.format, pFader->config.channels, pFader->volumeEnd); - } - } else { - /* Slower path. Volumes are different, so may need to do an interpolation. */ - if (pFader->cursorInFrames >= pFader->lengthInFrames) { - /* Fast path. We've gone past the end of the fade period so just apply the end volume to all samples. */ - ma_copy_and_apply_volume_and_clip_pcm_frames(pFramesOut, pFramesIn, frameCount, pFader->config.format, pFader->config.channels, pFader->volumeEnd); - } else { - /* Slow path. This is where we do the actual fading. */ - ma_uint64 iFrame; - ma_uint32 iChannel; - - /* For now we only support f32. Support for other formats will be added later. */ - if (pFader->config.format == ma_format_f32) { - const float* pFramesInF32 = (const float*)pFramesIn; - /* */ float* pFramesOutF32 = ( float*)pFramesOut; - - for (iFrame = 0; iFrame < frameCount; iFrame += 1) { - float a = ma_min(pFader->cursorInFrames + iFrame, pFader->lengthInFrames) / (float)pFader->lengthInFrames; - float volume = ma_mix_f32_fast(pFader->volumeBeg, pFader->volumeEnd, a); - - for (iChannel = 0; iChannel < pFader->config.channels; iChannel += 1) { - pFramesOutF32[iFrame*pFader->config.channels + iChannel] = pFramesInF32[iFrame*pFader->config.channels + iChannel] * volume; - } - } - } else { - return MA_NOT_IMPLEMENTED; - } - } - } - - pFader->cursorInFrames += frameCount; - - return MA_SUCCESS; -} - -MA_API void ma_fader_get_data_format(const ma_fader* pFader, ma_format* pFormat, ma_uint32* pChannels, ma_uint32* pSampleRate) -{ - if (pFader == NULL) { - return; - } - - if (pFormat != NULL) { - *pFormat = pFader->config.format; - } - - if (pChannels != NULL) { - *pChannels = pFader->config.channels; - } - - if (pSampleRate != NULL) { - *pSampleRate = pFader->config.sampleRate; - } -} - -MA_API void ma_fader_set_fade(ma_fader* pFader, float volumeBeg, float volumeEnd, ma_uint64 lengthInFrames) -{ - if (pFader == NULL) { - return; - } - - /* If the volume is negative, use current volume. */ - if (volumeBeg < 0) { - volumeBeg = ma_fader_get_current_volume(pFader); - } - - pFader->volumeBeg = volumeBeg; - pFader->volumeEnd = volumeEnd; - pFader->lengthInFrames = lengthInFrames; - pFader->cursorInFrames = 0; /* Reset cursor. */ -} - -MA_API float ma_fader_get_current_volume(ma_fader* pFader) -{ - if (pFader == NULL) { - return 0.0f; - } - - /* The current volume depends on the position of the cursor. */ - if (pFader->cursorInFrames <= 0) { - return pFader->volumeBeg; - } else if (pFader->cursorInFrames >= pFader->lengthInFrames) { - return pFader->volumeEnd; - } else { - /* The cursor is somewhere inside the fading period. We can figure this out with a simple linear interpoluation between volumeBeg and volumeEnd based on our cursor position. */ - return ma_mix_f32_fast(pFader->volumeBeg, pFader->volumeEnd, pFader->cursorInFrames / (float)pFader->lengthInFrames); - } -} - - - - - -MA_API ma_vec3f ma_vec3f_init_3f(float x, float y, float z) -{ - ma_vec3f v; - - v.x = x; - v.y = y; - v.z = z; - - return v; -} - -MA_API ma_vec3f ma_vec3f_sub(ma_vec3f a, ma_vec3f b) -{ - return ma_vec3f_init_3f( - a.x - b.x, - a.y - b.y, - a.z - b.z - ); -} - -MA_API ma_vec3f ma_vec3f_neg(ma_vec3f a) -{ - return ma_vec3f_init_3f( - -a.x, - -a.y, - -a.z - ); -} - -MA_API float ma_vec3f_dot(ma_vec3f a, ma_vec3f b) -{ - return a.x*b.x + a.y*b.y + a.z*b.z; -} - -MA_API float ma_vec3f_len2(ma_vec3f v) -{ - return ma_vec3f_dot(v, v); -} - -MA_API float ma_vec3f_len(ma_vec3f v) -{ - return (float)ma_sqrtd(ma_vec3f_len2(v)); -} - -MA_API float ma_vec3f_dist(ma_vec3f a, ma_vec3f b) -{ - return ma_vec3f_len(ma_vec3f_sub(a, b)); -} - -MA_API ma_vec3f ma_vec3f_normalize(ma_vec3f v) -{ - float f; - float l = ma_vec3f_len(v); - if (l == 0) { - return ma_vec3f_init_3f(0, 0, 0); - } - - f = 1 / l; - v.x *= f; - v.y *= f; - v.z *= f; - - return v; -} - -MA_API ma_vec3f ma_vec3f_cross(ma_vec3f a, ma_vec3f b) -{ - return ma_vec3f_init_3f( - a.y*b.z - a.z*b.y, - a.z*b.x - a.x*b.z, - a.x*b.y - a.y*b.x - ); -} - - - - -#ifndef MA_DEFAULT_SPEED_OF_SOUND -#define MA_DEFAULT_SPEED_OF_SOUND 343.3f -#endif - -/* -These vectors represent the direction that speakers are facing from the center point. They're used -for panning in the spatializer. Must be normalized. -*/ -static ma_vec3f g_maChannelDirections[MA_CHANNEL_POSITION_COUNT] = { - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_NONE */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_MONO */ - {-0.7071f, 0.0f, -0.7071f }, /* MA_CHANNEL_FRONT_LEFT */ - {+0.7071f, 0.0f, -0.7071f }, /* MA_CHANNEL_FRONT_RIGHT */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_FRONT_CENTER */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_LFE */ - {-0.7071f, 0.0f, +0.7071f }, /* MA_CHANNEL_BACK_LEFT */ - {+0.7071f, 0.0f, +0.7071f }, /* MA_CHANNEL_BACK_RIGHT */ - {-0.3162f, 0.0f, -0.9487f }, /* MA_CHANNEL_FRONT_LEFT_CENTER */ - {+0.3162f, 0.0f, -0.9487f }, /* MA_CHANNEL_FRONT_RIGHT_CENTER */ - { 0.0f, 0.0f, +1.0f }, /* MA_CHANNEL_BACK_CENTER */ - {-1.0f, 0.0f, 0.0f }, /* MA_CHANNEL_SIDE_LEFT */ - {+1.0f, 0.0f, 0.0f }, /* MA_CHANNEL_SIDE_RIGHT */ - { 0.0f, +1.0f, 0.0f }, /* MA_CHANNEL_TOP_CENTER */ - {-0.5774f, +0.5774f, -0.5774f }, /* MA_CHANNEL_TOP_FRONT_LEFT */ - { 0.0f, +0.7071f, -0.7071f }, /* MA_CHANNEL_TOP_FRONT_CENTER */ - {+0.5774f, +0.5774f, -0.5774f }, /* MA_CHANNEL_TOP_FRONT_RIGHT */ - {-0.5774f, +0.5774f, +0.5774f }, /* MA_CHANNEL_TOP_BACK_LEFT */ - { 0.0f, +0.7071f, +0.7071f }, /* MA_CHANNEL_TOP_BACK_CENTER */ - {+0.5774f, +0.5774f, +0.5774f }, /* MA_CHANNEL_TOP_BACK_RIGHT */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_0 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_1 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_2 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_3 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_4 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_5 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_6 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_7 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_8 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_9 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_10 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_11 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_12 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_13 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_14 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_15 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_16 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_17 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_18 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_19 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_20 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_21 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_22 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_23 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_24 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_25 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_26 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_27 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_28 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_29 */ - { 0.0f, 0.0f, -1.0f }, /* MA_CHANNEL_AUX_30 */ - { 0.0f, 0.0f, -1.0f } /* MA_CHANNEL_AUX_31 */ -}; - -static ma_vec3f ma_get_channel_direction(ma_channel channel) -{ - if (channel >= MA_CHANNEL_POSITION_COUNT) { - return ma_vec3f_init_3f(0, 0, -1); - } else { - return g_maChannelDirections[channel]; - } -} - - - -static float ma_attenuation_inverse(float distance, float minDistance, float maxDistance, float rolloff) -{ - if (minDistance >= maxDistance) { - return 1; /* To avoid division by zero. Do not attenuate. */ - } - - return minDistance / (minDistance + rolloff * (ma_clamp(distance, minDistance, maxDistance) - minDistance)); -} - -static float ma_attenuation_linear(float distance, float minDistance, float maxDistance, float rolloff) -{ - if (minDistance >= maxDistance) { - return 1; /* To avoid division by zero. Do not attenuate. */ - } - - return 1 - rolloff * (ma_clamp(distance, minDistance, maxDistance) - minDistance) / (maxDistance - minDistance); -} - -static float ma_attenuation_exponential(float distance, float minDistance, float maxDistance, float rolloff) -{ - if (minDistance >= maxDistance) { - return 1; /* To avoid division by zero. Do not attenuate. */ - } - - return (float)ma_powd(ma_clamp(distance, minDistance, maxDistance) / minDistance, -rolloff); -} - - -/* -Dopper Effect calculation taken from the OpenAL spec, with two main differences: - - 1) The source to listener vector will have already been calcualted at an earlier step so we can - just use that directly. We need only the position of the source relative to the origin. - - 2) We don't scale by a frequency because we actually just want the ratio which we'll plug straight - into the resampler directly. -*/ -static float ma_doppler_pitch(ma_vec3f relativePosition, ma_vec3f sourceVelocity, ma_vec3f listenVelocity, float speedOfSound, float dopplerFactor) -{ - float len; - float vls; - float vss; - - len = ma_vec3f_len(relativePosition); - - /* - There's a case where the position of the source will be right on top of the listener in which - case the length will be 0 and we'll end up with a division by zero. We can just return a ratio - of 1.0 in this case. This is not considered in the OpenAL spec, but is necessary. - */ - if (len == 0) { - return 1.0; - } - - vls = ma_vec3f_dot(relativePosition, listenVelocity) / len; - vss = ma_vec3f_dot(relativePosition, sourceVelocity) / len; - - vls = ma_min(vls, speedOfSound / dopplerFactor); - vss = ma_min(vss, speedOfSound / dopplerFactor); - - return (speedOfSound - dopplerFactor*vls) / (speedOfSound - dopplerFactor*vss); -} - - -static void ma_get_default_channel_map_for_spatializer(ma_channel* pChannelMap, size_t channelMapCap, ma_uint32 channelCount) -{ - /* - Special case for stereo. Want to default the left and right speakers to side left and side - right so that they're facing directly down the X axis rather than slightly forward. Not - doing this will result in sounds being quieter when behind the listener. This might - actually be good for some scenerios, but I don't think it's an appropriate default because - it can be a bit unexpected. - */ - if (channelCount == 2) { - pChannelMap[0] = MA_CHANNEL_SIDE_LEFT; - pChannelMap[1] = MA_CHANNEL_SIDE_RIGHT; - } else { - ma_get_standard_channel_map(ma_standard_channel_map_default, pChannelMap, channelMapCap, channelCount); - } -} - - -MA_API ma_spatializer_listener_config ma_spatializer_listener_config_init(ma_uint32 channelsOut) -{ - ma_spatializer_listener_config config; - - MA_ZERO_OBJECT(&config); - config.channelsOut = channelsOut; - config.pChannelMapOut = NULL; - config.handedness = ma_handedness_right; - config.worldUp = ma_vec3f_init_3f(0, 1, 0); - config.coneInnerAngleInRadians = 6.283185f; /* 360 degrees. */ - config.coneOuterAngleInRadians = 6.283185f; /* 360 degrees. */ - config.coneOuterGain = 0; - config.speedOfSound = 343.3f; /* Same as OpenAL. Used for doppler effect. */ - - return config; -} - - -typedef struct -{ - size_t sizeInBytes; - size_t channelMapOutOffset; -} ma_spatializer_listener_heap_layout; - -static ma_result ma_spatializer_listener_get_heap_layout(const ma_spatializer_listener_config* pConfig, ma_spatializer_listener_heap_layout* pHeapLayout) -{ - MA_ASSERT(pHeapLayout != NULL); - - MA_ZERO_OBJECT(pHeapLayout); - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - if (pConfig->channelsOut == 0) { - return MA_INVALID_ARGS; - } - - pHeapLayout->sizeInBytes = 0; - - /* Channel map. We always need this, even for passthroughs. */ - pHeapLayout->channelMapOutOffset = pHeapLayout->sizeInBytes; - pHeapLayout->sizeInBytes += ma_align_64(sizeof(*pConfig->pChannelMapOut) * pConfig->channelsOut); - - return MA_SUCCESS; -} - - -MA_API ma_result ma_spatializer_listener_get_heap_size(const ma_spatializer_listener_config* pConfig, size_t* pHeapSizeInBytes) -{ - ma_result result; - ma_spatializer_listener_heap_layout heapLayout; - - if (pHeapSizeInBytes == NULL) { - return MA_INVALID_ARGS; - } - - *pHeapSizeInBytes = 0; - - result = ma_spatializer_listener_get_heap_layout(pConfig, &heapLayout); - if (result != MA_SUCCESS) { - return result; - } - - *pHeapSizeInBytes = heapLayout.sizeInBytes; - - return MA_SUCCESS; -} - -MA_API ma_result ma_spatializer_listener_init_preallocated(const ma_spatializer_listener_config* pConfig, void* pHeap, ma_spatializer_listener* pListener) -{ - ma_result result; - ma_spatializer_listener_heap_layout heapLayout; - - if (pListener == NULL) { - return MA_INVALID_ARGS; - } - - MA_ZERO_OBJECT(pListener); - - result = ma_spatializer_listener_get_heap_layout(pConfig, &heapLayout); - if (result != MA_SUCCESS) { - return result; - } - - pListener->_pHeap = pHeap; - pListener->config = *pConfig; - pListener->position = ma_vec3f_init_3f(0, 0, 0); - pListener->direction = ma_vec3f_init_3f(0, 0, -1); - pListener->velocity = ma_vec3f_init_3f(0, 0, 0); - - /* Swap the forward direction if we're left handed (it was initialized based on right handed). */ - if (pListener->config.handedness == ma_handedness_left) { - pListener->direction = ma_vec3f_neg(pListener->direction); - } - - - /* We must always have a valid channel map. */ - pListener->config.pChannelMapOut = (ma_channel*)ma_offset_ptr(pHeap, heapLayout.channelMapOutOffset); - - /* Use a slightly different default channel map for stereo. */ - if (pConfig->pChannelMapOut == NULL) { - ma_get_default_channel_map_for_spatializer(pListener->config.pChannelMapOut, pConfig->channelsOut, pConfig->channelsOut); - } else { - ma_channel_map_copy_or_default(pListener->config.pChannelMapOut, pConfig->pChannelMapOut, pConfig->channelsOut); - } - - return MA_SUCCESS; -} - -MA_API ma_result ma_spatializer_listener_init(const ma_spatializer_listener_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_spatializer_listener* pListener) -{ - ma_result result; - size_t heapSizeInBytes; - void* pHeap; - - result = ma_spatializer_listener_get_heap_size(pConfig, &heapSizeInBytes); - if (result != MA_SUCCESS) { - return result; - } - - if (heapSizeInBytes > 0) { - pHeap = ma_malloc(heapSizeInBytes, pAllocationCallbacks); - if (pHeap == NULL) { - return MA_OUT_OF_MEMORY; - } - } else { - pHeap = NULL; - } - - result = ma_spatializer_listener_init_preallocated(pConfig, pHeap, pListener); - if (result != MA_SUCCESS) { - ma_free(pHeap, pAllocationCallbacks); - return result; - } - - pListener->_ownsHeap = MA_TRUE; - return MA_SUCCESS; -} - -MA_API void ma_spatializer_listener_uninit(ma_spatializer_listener* pListener, const ma_allocation_callbacks* pAllocationCallbacks) -{ - if (pListener == NULL) { - return; - } - - if (pListener->_pHeap != NULL && pListener->_ownsHeap) { - ma_free(pListener->_pHeap, pAllocationCallbacks); - } -} - -MA_API ma_channel* ma_spatializer_listener_get_channel_map(ma_spatializer_listener* pListener) -{ - if (pListener == NULL) { - return NULL; - } - - return pListener->config.pChannelMapOut; -} - -MA_API void ma_spatializer_listener_set_cone(ma_spatializer_listener* pListener, float innerAngleInRadians, float outerAngleInRadians, float outerGain) -{ - if (pListener == NULL) { - return; - } - - pListener->config.coneInnerAngleInRadians = innerAngleInRadians; - pListener->config.coneOuterAngleInRadians = outerAngleInRadians; - pListener->config.coneOuterGain = outerGain; -} - -MA_API void ma_spatializer_listener_get_cone(const ma_spatializer_listener* pListener, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) -{ - if (pListener == NULL) { - return; - } - - if (pInnerAngleInRadians != NULL) { - *pInnerAngleInRadians = pListener->config.coneInnerAngleInRadians; - } - - if (pOuterAngleInRadians != NULL) { - *pOuterAngleInRadians = pListener->config.coneOuterAngleInRadians; - } - - if (pOuterGain != NULL) { - *pOuterGain = pListener->config.coneOuterGain; - } -} - -MA_API void ma_spatializer_listener_set_position(ma_spatializer_listener* pListener, float x, float y, float z) -{ - if (pListener == NULL) { - return; - } - - pListener->position = ma_vec3f_init_3f(x, y, z); -} - -MA_API ma_vec3f ma_spatializer_listener_get_position(const ma_spatializer_listener* pListener) -{ - if (pListener == NULL) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return pListener->position; -} - -MA_API void ma_spatializer_listener_set_direction(ma_spatializer_listener* pListener, float x, float y, float z) -{ - if (pListener == NULL) { - return; - } - - pListener->direction = ma_vec3f_init_3f(x, y, z); -} - -MA_API ma_vec3f ma_spatializer_listener_get_direction(const ma_spatializer_listener* pListener) -{ - if (pListener == NULL) { - return ma_vec3f_init_3f(0, 0, -1); - } - - return pListener->direction; -} - -MA_API void ma_spatializer_listener_set_velocity(ma_spatializer_listener* pListener, float x, float y, float z) -{ - if (pListener == NULL) { - return; - } - - pListener->velocity = ma_vec3f_init_3f(x, y, z); -} - -MA_API ma_vec3f ma_spatializer_listener_get_velocity(const ma_spatializer_listener* pListener) -{ - if (pListener == NULL) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return pListener->velocity; -} - -MA_API void ma_spatializer_listener_set_speed_of_sound(ma_spatializer_listener* pListener, float speedOfSound) -{ - if (pListener == NULL) { - return; - } - - pListener->config.speedOfSound = speedOfSound; -} - -MA_API float ma_spatializer_listener_get_speed_of_sound(const ma_spatializer_listener* pListener) -{ - if (pListener == NULL) { - return 0; - } - - return pListener->config.speedOfSound; -} - -MA_API void ma_spatializer_listener_set_world_up(ma_spatializer_listener* pListener, float x, float y, float z) -{ - if (pListener == NULL) { - return; - } - - pListener->config.worldUp = ma_vec3f_init_3f(x, y, z); -} - -MA_API ma_vec3f ma_spatializer_listener_get_world_up(const ma_spatializer_listener* pListener) -{ - if (pListener == NULL) { - return ma_vec3f_init_3f(0, 1, 0); - } - - return pListener->config.worldUp; -} - - - - -MA_API ma_spatializer_config ma_spatializer_config_init(ma_uint32 channelsIn, ma_uint32 channelsOut) -{ - ma_spatializer_config config; - - MA_ZERO_OBJECT(&config); - config.channelsIn = channelsIn; - config.channelsOut = channelsOut; - config.pChannelMapIn = NULL; - config.attenuationModel = ma_attenuation_model_inverse; - config.positioning = ma_positioning_absolute; - config.handedness = ma_handedness_right; - config.minGain = 0; - config.maxGain = 1; - config.minDistance = 1; - config.maxDistance = MA_FLT_MAX; - config.rolloff = 1; - config.coneInnerAngleInRadians = 6.283185f; /* 360 degrees. */ - config.coneOuterAngleInRadians = 6.283185f; /* 360 degress. */ - config.coneOuterGain = 0.0f; - config.dopplerFactor = 1; - config.gainSmoothTimeInFrames = 360; /* 7.5ms @ 48K. */ - - return config; -} - - -static ma_gainer_config ma_spatializer_gainer_config_init(const ma_spatializer_config* pConfig) -{ - MA_ASSERT(pConfig != NULL); - return ma_gainer_config_init(pConfig->channelsOut, pConfig->gainSmoothTimeInFrames); -} - -static ma_result ma_spatializer_validate_config(const ma_spatializer_config* pConfig) -{ - MA_ASSERT(pConfig != NULL); - - if (pConfig->channelsIn == 0 || pConfig->channelsOut == 0) { - return MA_INVALID_ARGS; - } - - return MA_SUCCESS; -} - -typedef struct -{ - size_t sizeInBytes; - size_t channelMapInOffset; - size_t newChannelGainsOffset; - size_t gainerOffset; -} ma_spatializer_heap_layout; - -static ma_result ma_spatializer_get_heap_layout(const ma_spatializer_config* pConfig, ma_spatializer_heap_layout* pHeapLayout) -{ - ma_result result; - - MA_ASSERT(pHeapLayout != NULL); - - MA_ZERO_OBJECT(pHeapLayout); - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - result = ma_spatializer_validate_config(pConfig); - if (result != MA_SUCCESS) { - return result; - } - - pHeapLayout->sizeInBytes = 0; - - /* Channel map. */ - pHeapLayout->channelMapInOffset = MA_SIZE_MAX; /* <-- MA_SIZE_MAX indicates no allocation necessary. */ - if (pConfig->pChannelMapIn != NULL) { - pHeapLayout->channelMapInOffset = pHeapLayout->sizeInBytes; - pHeapLayout->sizeInBytes += ma_align_64(sizeof(*pConfig->pChannelMapIn) * pConfig->channelsIn); - } - - /* New channel gains for output. */ - pHeapLayout->newChannelGainsOffset = pHeapLayout->sizeInBytes; - pHeapLayout->sizeInBytes += ma_align_64(sizeof(float) * pConfig->channelsOut); - - /* Gainer. */ - { - size_t gainerHeapSizeInBytes; - ma_gainer_config gainerConfig; - - gainerConfig = ma_spatializer_gainer_config_init(pConfig); - - result = ma_gainer_get_heap_size(&gainerConfig, &gainerHeapSizeInBytes); - if (result != MA_SUCCESS) { - return result; - } - - pHeapLayout->gainerOffset = pHeapLayout->sizeInBytes; - pHeapLayout->sizeInBytes += ma_align_64(gainerHeapSizeInBytes); - } - - return MA_SUCCESS; -} - -MA_API ma_result ma_spatializer_get_heap_size(const ma_spatializer_config* pConfig, size_t* pHeapSizeInBytes) -{ - ma_result result; - ma_spatializer_heap_layout heapLayout; - - if (pHeapSizeInBytes == NULL) { - return MA_INVALID_ARGS; - } - - *pHeapSizeInBytes = 0; /* Safety. */ - - result = ma_spatializer_get_heap_layout(pConfig, &heapLayout); - if (result != MA_SUCCESS) { - return result; - } - - *pHeapSizeInBytes = heapLayout.sizeInBytes; - - return MA_SUCCESS; -} - - -MA_API ma_result ma_spatializer_init_preallocated(const ma_spatializer_config* pConfig, void* pHeap, ma_spatializer* pSpatializer) -{ - ma_result result; - ma_spatializer_heap_layout heapLayout; - ma_gainer_config gainerConfig; - - if (pSpatializer == NULL) { - return MA_INVALID_ARGS; - } - - MA_ZERO_OBJECT(pSpatializer); - - if (pConfig == NULL || pHeap == NULL) { - return MA_INVALID_ARGS; - } - - result = ma_spatializer_get_heap_layout(pConfig, &heapLayout); - if (result != MA_SUCCESS) { - return result; - } - - pSpatializer->_pHeap = pHeap; - pSpatializer->config = *pConfig; - pSpatializer->position = ma_vec3f_init_3f(0, 0, 0); - pSpatializer->direction = ma_vec3f_init_3f(0, 0, -1); - pSpatializer->velocity = ma_vec3f_init_3f(0, 0, 0); - pSpatializer->dopplerPitch = 1; - - /* Swap the forward direction if we're left handed (it was initialized based on right handed). */ - if (pSpatializer->config.handedness == ma_handedness_left) { - pSpatializer->direction = ma_vec3f_neg(pSpatializer->direction); - } - - /* Channel map. This will be on the heap. */ - if (pConfig->pChannelMapIn != NULL) { - pSpatializer->config.pChannelMapIn = (ma_channel*)ma_offset_ptr(pHeap, heapLayout.channelMapInOffset); - ma_channel_map_copy_or_default(pSpatializer->config.pChannelMapIn, pConfig->pChannelMapIn, pSpatializer->config.channelsIn); - } - - /* New channel gains for output channels. */ - pSpatializer->pNewChannelGainsOut = (float*)ma_offset_ptr(pHeap, heapLayout.newChannelGainsOffset); - - /* Gainer. */ - gainerConfig = ma_spatializer_gainer_config_init(pConfig); - - result = ma_gainer_init_preallocated(&gainerConfig, ma_offset_ptr(pHeap, heapLayout.gainerOffset), &pSpatializer->gainer); - if (result != MA_SUCCESS) { - return result; /* Failed to initialize the gainer. */ - } - - return MA_SUCCESS; -} - -MA_API ma_result ma_spatializer_init(const ma_spatializer_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_spatializer* pSpatializer) -{ - ma_result result; - size_t heapSizeInBytes; - void* pHeap; - - /* We'll need a heap allocation to retrieve the size. */ - result = ma_spatializer_get_heap_size(pConfig, &heapSizeInBytes); - if (result != MA_SUCCESS) { - return result; - } - - if (heapSizeInBytes > 0) { - pHeap = ma_malloc(heapSizeInBytes, pAllocationCallbacks); - if (pHeap == NULL) { - return MA_OUT_OF_MEMORY; - } - } else { - pHeap = NULL; - } - - result = ma_spatializer_init_preallocated(pConfig, pHeap, pSpatializer); - if (result != MA_SUCCESS) { - ma_free(pHeap, pAllocationCallbacks); - return result; - } - - pSpatializer->_ownsHeap = MA_TRUE; - return MA_SUCCESS; -} - -MA_API void ma_spatializer_uninit(ma_spatializer* pSpatializer, const ma_allocation_callbacks* pAllocationCallbacks) -{ - if (pSpatializer == NULL) { - return; - } - - ma_gainer_uninit(&pSpatializer->gainer, pAllocationCallbacks); - - if (pSpatializer->_pHeap != NULL && pSpatializer->_ownsHeap) { - ma_free(pSpatializer->_pHeap, pAllocationCallbacks); - } -} - -static float ma_calculate_angular_gain(ma_vec3f dirA, ma_vec3f dirB, float coneInnerAngleInRadians, float coneOuterAngleInRadians, float coneOuterGain) -{ - /* - Angular attenuation. - - Unlike distance gain, the math for this is not specified by the OpenAL spec so we'll just go ahead and figure - this out for ourselves at the expense of possibly being inconsistent with other implementations. - - To do cone attenuation, I'm just using the same math that we'd use to implement a basic spotlight in OpenGL. We - just need to get the direction from the source to the listener and then do a dot product against that and the - direction of the spotlight. Then we just compare that dot product against the cosine of the inner and outer - angles. If the dot product is greater than the the outer angle, we just use coneOuterGain. If it's less than - the inner angle, we just use a gain of 1. Otherwise we linearly interpolate between 1 and coneOuterGain. - */ - if (coneInnerAngleInRadians < 6.283185f) { - float angularGain = 1; - float cutoffInner = (float)ma_cosd(coneInnerAngleInRadians*0.5f); - float cutoffOuter = (float)ma_cosd(coneOuterAngleInRadians*0.5f); - float d; - - d = ma_vec3f_dot(dirA, dirB); - - if (d > cutoffInner) { - /* It's inside the inner angle. */ - angularGain = 1; - } else { - /* It's outside the inner angle. */ - if (d > cutoffOuter) { - /* It's between the inner and outer angle. We need to linearly interpolate between 1 and coneOuterGain. */ - angularGain = ma_mix_f32(coneOuterGain, 1, (d - cutoffOuter) / (cutoffInner - cutoffOuter)); - } else { - /* It's outside the outer angle. */ - angularGain = coneOuterGain; - } - } - - /*printf("d = %f; cutoffInner = %f; cutoffOuter = %f; angularGain = %f\n", d, cutoffInner, cutoffOuter, angularGain);*/ - return angularGain; - } else { - /* Inner angle is 360 degrees so no need to do any attenuation. */ - return 1; - } -} - -MA_API ma_result ma_spatializer_process_pcm_frames(ma_spatializer* pSpatializer, ma_spatializer_listener* pListener, void* pFramesOut, const void* pFramesIn, ma_uint64 frameCount) -{ - ma_channel* pChannelMapIn = pSpatializer->config.pChannelMapIn; - ma_channel* pChannelMapOut = pListener->config.pChannelMapOut; - - if (pSpatializer == NULL) { - return MA_INVALID_ARGS; - } - - /* If we're not spatializing we need to run an optimized path. */ - if (pSpatializer->config.attenuationModel == ma_attenuation_model_none) { - /* No attenuation is required, but we'll need to do some channel conversion. */ - if (pSpatializer->config.channelsIn == pSpatializer->config.channelsOut) { - ma_copy_pcm_frames(pFramesOut, pFramesIn, frameCount, ma_format_f32, pSpatializer->config.channelsIn); - } else { - ma_channel_map_apply_f32((float*)pFramesOut, pChannelMapOut, pSpatializer->config.channelsOut, (const float*)pFramesIn, pChannelMapIn, pSpatializer->config.channelsIn, frameCount, ma_channel_mix_mode_rectangular); /* Safe casts to float* because f32 is the only supported format. */ - } - - /* - We're not doing attenuation so don't bother with doppler for now. I'm not sure if this is - the correct thinking so might need to review this later. - */ - pSpatializer->dopplerPitch = 1; - } else { - /* - Let's first determine which listener the sound is closest to. Need to keep in mind that we - might not have a world or any listeners, in which case we just spatializer based on the - listener being positioned at the origin (0, 0, 0). - */ - ma_vec3f relativePosNormalized; - ma_vec3f relativePos; /* The position relative to the listener. */ - ma_vec3f relativeDir; /* The direction of the sound, relative to the listener. */ - ma_vec3f listenerVel; /* The volocity of the listener. For doppler pitch calculation. */ - float speedOfSound; - float distance = 0; - float gain = 1; - ma_uint32 iChannel; - const ma_uint32 channelsOut = pSpatializer->config.channelsOut; - const ma_uint32 channelsIn = pSpatializer->config.channelsIn; - - /* - We'll need the listener velocity for doppler pitch calculations. The speed of sound is - defined by the listener, so we'll grab that here too. - */ - if (pListener != NULL) { - listenerVel = pListener->velocity; - speedOfSound = pListener->config.speedOfSound; - } else { - listenerVel = ma_vec3f_init_3f(0, 0, 0); - speedOfSound = MA_DEFAULT_SPEED_OF_SOUND; - } - - if (pListener == NULL || pSpatializer->config.positioning == ma_positioning_relative) { - /* There's no listener or we're using relative positioning. */ - relativePos = pSpatializer->position; - relativeDir = pSpatializer->direction; - } else { - /* - We've found a listener and we're using absolute positioning. We need to transform the - sound's position and direction so that it's relative to listener. Later on we'll use - this for determining the factors to apply to each channel to apply the panning effect. - */ - ma_vec3f v; - ma_vec3f axisX; - ma_vec3f axisY; - ma_vec3f axisZ; - float m[4][4]; - - /* - We need to calcualte the right vector from our forward and up vectors. This is done with - a cross product. - */ - axisZ = ma_vec3f_normalize(pListener->direction); /* Normalization required here because we can't trust the caller. */ - axisX = ma_vec3f_normalize(ma_vec3f_cross(axisZ, pListener->config.worldUp)); /* Normalization required here because the world up vector may not be perpendicular with the forward vector. */ - - /* - The calculation of axisX above can result in a zero-length vector if the listener is - looking straight up on the Y axis. We'll need to fall back to a +X in this case so that - the calculations below don't fall apart. This is where a quaternion based listener and - sound orientation would come in handy. - */ - if (ma_vec3f_len2(axisX) == 0) { - axisX = ma_vec3f_init_3f(1, 0, 0); - } - - axisY = ma_vec3f_cross(axisX, axisZ); /* No normalization is required here because axisX and axisZ are unit length and perpendicular. */ - - /* - We need to swap the X axis if we're left handed because otherwise the cross product above - will have resulted in it pointing in the wrong direction (right handed was assumed in the - cross products above). - */ - if (pListener->config.handedness == ma_handedness_left) { - axisX = ma_vec3f_neg(axisX); - } - - /* Lookat. */ - m[0][0] = axisX.x; m[1][0] = axisX.y; m[2][0] = axisX.z; m[3][0] = -ma_vec3f_dot(axisX, pListener->position); - m[0][1] = axisY.x; m[1][1] = axisY.y; m[2][1] = axisY.z; m[3][1] = -ma_vec3f_dot(axisY, pListener->position); - m[0][2] = -axisZ.x; m[1][2] = -axisZ.y; m[2][2] = -axisZ.z; m[3][2] = -ma_vec3f_dot(ma_vec3f_neg(axisZ), pListener->position); - m[0][3] = 0; m[1][3] = 0; m[2][3] = 0; m[3][3] = 1; - - /* - Multiply the lookat matrix by the spatializer position to transform it to listener - space. This allows calculations to work based on the sound being relative to the - origin which makes things simpler. - */ - v = pSpatializer->position; - relativePos.x = m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * 1; - relativePos.y = m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * 1; - relativePos.z = m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * 1; - - /* - The direction of the sound needs to also be transformed so that it's relative to the - rotation of the listener. - */ - v = pSpatializer->direction; - relativeDir.x = m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z; - relativeDir.y = m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z; - relativeDir.z = m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z; - } - - distance = ma_vec3f_len(relativePos); - - /* We've gathered the data, so now we can apply some spatialization. */ - switch (pSpatializer->config.attenuationModel) { - case ma_attenuation_model_inverse: - { - gain = ma_attenuation_inverse(distance, pSpatializer->config.minDistance, pSpatializer->config.maxDistance, pSpatializer->config.rolloff); - } break; - case ma_attenuation_model_linear: - { - gain = ma_attenuation_linear(distance, pSpatializer->config.minDistance, pSpatializer->config.maxDistance, pSpatializer->config.rolloff); - } break; - case ma_attenuation_model_exponential: - { - gain = ma_attenuation_exponential(distance, pSpatializer->config.minDistance, pSpatializer->config.maxDistance, pSpatializer->config.rolloff); - } break; - case ma_attenuation_model_none: - default: - { - gain = 1; - } break; - } - - /* Normalize the position. */ - if (distance > 0.001f) { - float distanceInv = 1/distance; - relativePosNormalized = relativePos; - relativePosNormalized.x *= distanceInv; - relativePosNormalized.y *= distanceInv; - relativePosNormalized.z *= distanceInv; - } else { - distance = 0; - relativePosNormalized = ma_vec3f_init_3f(0, 0, 0); - } - - /* - Angular attenuation. - - Unlike distance gain, the math for this is not specified by the OpenAL spec so we'll just go ahead and figure - this out for ourselves at the expense of possibly being inconsistent with other implementations. - - To do cone attenuation, I'm just using the same math that we'd use to implement a basic spotlight in OpenGL. We - just need to get the direction from the source to the listener and then do a dot product against that and the - direction of the spotlight. Then we just compare that dot product against the cosine of the inner and outer - angles. If the dot product is greater than the the outer angle, we just use coneOuterGain. If it's less than - the inner angle, we just use a gain of 1. Otherwise we linearly interpolate between 1 and coneOuterGain. - */ - if (distance > 0) { - /* Source anglular gain. */ - gain *= ma_calculate_angular_gain(relativeDir, ma_vec3f_neg(relativePosNormalized), pSpatializer->config.coneInnerAngleInRadians, pSpatializer->config.coneOuterAngleInRadians, pSpatializer->config.coneOuterGain); - - /* - We're supporting angular gain on the listener as well for those who want to reduce the volume of sounds that - are positioned behind the listener. On default settings, this will have no effect. - */ - if (pListener != NULL && pListener->config.coneInnerAngleInRadians < 6.283185f) { - ma_vec3f listenerDirection; - float listenerInnerAngle; - float listenerOuterAngle; - float listenerOuterGain; - - if (pListener->config.handedness == ma_handedness_right) { - listenerDirection = ma_vec3f_init_3f(0, 0, -1); - } else { - listenerDirection = ma_vec3f_init_3f(0, 0, +1); - } - - listenerInnerAngle = pListener->config.coneInnerAngleInRadians; - listenerOuterAngle = pListener->config.coneOuterAngleInRadians; - listenerOuterGain = pListener->config.coneOuterGain; - - gain *= ma_calculate_angular_gain(listenerDirection, relativePosNormalized, listenerInnerAngle, listenerOuterAngle, listenerOuterGain); - } - } else { - /* The sound is right on top of the listener. Don't do any angular attenuation. */ - } - - - /* Clamp the gain. */ - gain = ma_clamp(gain, pSpatializer->config.minGain, pSpatializer->config.maxGain); - - /* - Panning. This is where we'll apply the gain and convert to the output channel count. We have an optimized path for - when we're converting to a mono stream. In that case we don't really need to do any panning - we just apply the - gain to the final output. - */ - /*printf("distance=%f; gain=%f\n", distance, gain);*/ - - /* We must have a valid channel map here to ensure we spatialize properly. */ - MA_ASSERT(pChannelMapOut != NULL); - - /* - We're not converting to mono so we'll want to apply some panning. This is where the feeling of something being - to the left, right, infront or behind the listener is calculated. I'm just using a basic model here. Note that - the code below is not based on any specific algorithm. I'm just implementing this off the top of my head and - seeing how it goes. There might be better ways to do this. - - To determine the direction of the sound relative to a speaker I'm using dot products. Each speaker is given a - direction. For example, the left channel in a stereo system will be -1 on the X axis and the right channel will - be +1 on the X axis. A dot product is performed against the direction vector of the channel and the normalized - position of the sound. - */ - for (iChannel = 0; iChannel < channelsOut; iChannel += 1) { - pSpatializer->pNewChannelGainsOut[iChannel] = gain; - } - - /* Convert to our output channel count. */ - ma_channel_map_apply_f32((float*)pFramesOut, pChannelMapOut, channelsOut, (const float*)pFramesIn, pChannelMapIn, channelsIn, frameCount, ma_channel_mix_mode_rectangular); - - /* - Calculate our per-channel gains. We do this based on the normalized relative position of the sound and it's - relation to the direction of the channel. - */ - if (distance > 0) { - ma_vec3f unitPos = relativePos; - float distanceInv = 1/distance; - unitPos.x *= distanceInv; - unitPos.y *= distanceInv; - unitPos.z *= distanceInv; - - for (iChannel = 0; iChannel < channelsOut; iChannel += 1) { - ma_channel channelOut; - float d; - - channelOut = ma_channel_map_get_channel(pChannelMapOut, channelsOut, iChannel); - if (ma_is_spatial_channel_position(channelOut)) { - d = ma_vec3f_dot(unitPos, ma_get_channel_direction(channelOut)); - } else { - d = 1; /* It's not a spatial channel so there's no real notion of direction. */ - } - - /* - In my testing, if the panning effect is too aggressive it makes spatialization feel uncomfortable. - The "dMin" variable below is used to control the aggressiveness of the panning effect. When set to - 0, panning will be most extreme and any sounds that are positioned on the opposite side of the - speaker will be completely silent from that speaker. Not only does this feel uncomfortable, it - doesn't even remotely represent the real world at all because sounds that come from your right side - are still clearly audible from your left side. Setting "dMin" to 1 will result in no panning at - all, which is also not ideal. By setting it to something greater than 0, the spatialization effect - becomes much less dramatic and a lot more bearable. - - Summary: 0 = more extreme panning; 1 = no panning. - */ - float dMin = 0.2f; /* TODO: Consider making this configurable. */ - - /* - At this point, "d" will be positive if the sound is on the same side as the channel and negative if - it's on the opposite side. It will be in the range of -1..1. There's two ways I can think of to - calculate a panning value. The first is to simply convert it to 0..1, however this has a problem - which I'm not entirely happy with. Considering a stereo system, when a sound is positioned right - in front of the listener it'll result in each speaker getting a gain of 0.5. I don't know if I like - the idea of having a scaling factor of 0.5 being applied to a sound when it's sitting right in front - of the listener. I would intuitively expect that to be played at full volume, or close to it. - - The second idea I think of is to only apply a reduction in gain when the sound is on the opposite - side of the speaker. That is, reduce the gain only when the dot product is negative. The problem - with this is that there will not be any attenuation as the sound sweeps around the 180 degrees - where the dot product is positive. The idea with this option is that you leave the gain at 1 when - the sound is being played on the same side as the speaker and then you just reduce the volume when - the sound is on the other side. - - The summarize, I think the first option should give a better sense of spatialization, but the second - option is better for preserving the sound's power. - - UPDATE: In my testing, I find the first option to sound better. You can feel the sense of space a - bit better, but you can also hear the reduction in volume when it's right in front. - */ - #if 1 - { - /* - Scale the dot product from -1..1 to 0..1. Will result in a sound directly in front losing power - by being played at 0.5 gain. - */ - d = (d + 1) * 0.5f; /* -1..1 to 0..1 */ - d = ma_max(d, dMin); - pSpatializer->pNewChannelGainsOut[iChannel] *= d; - } - #else - { - /* - Only reduce the volume of the sound if it's on the opposite side. This path keeps the volume more - consistent, but comes at the expense of a worse sense of space and positioning. - */ - if (d < 0) { - d += 1; /* Move into the positive range. */ - d = ma_max(d, dMin); - channelGainsOut[iChannel] *= d; - } - } - #endif - } - } else { - /* Assume the sound is right on top of us. Don't do any panning. */ - } - - /* Now we need to apply the volume to each channel. This needs to run through the gainer to ensure we get a smooth volume transition. */ - ma_gainer_set_gains(&pSpatializer->gainer, pSpatializer->pNewChannelGainsOut); - ma_gainer_process_pcm_frames(&pSpatializer->gainer, pFramesOut, pFramesOut, frameCount); - - /* - Before leaving we'll want to update our doppler pitch so that the caller can apply some - pitch shifting if they desire. Note that we need to negate the relative position here - because the doppler calculation needs to be source-to-listener, but ours is listener-to- - source. - */ - if (pSpatializer->config.dopplerFactor > 0) { - pSpatializer->dopplerPitch = ma_doppler_pitch(ma_vec3f_sub(pListener->position, pSpatializer->position), pSpatializer->velocity, listenerVel, speedOfSound, pSpatializer->config.dopplerFactor); - } else { - pSpatializer->dopplerPitch = 1; - } - } - - return MA_SUCCESS; -} - -MA_API ma_uint32 ma_spatializer_get_input_channels(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return 0; - } - - return pSpatializer->config.channelsIn; -} - -MA_API ma_uint32 ma_spatializer_get_output_channels(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return 0; - } - - return pSpatializer->config.channelsOut; -} - -MA_API void ma_spatializer_set_attenuation_model(ma_spatializer* pSpatializer, ma_attenuation_model attenuationModel) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.attenuationModel = attenuationModel; -} - -MA_API ma_attenuation_model ma_spatializer_get_attenuation_model(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return ma_attenuation_model_none; - } - - return pSpatializer->config.attenuationModel; -} - -MA_API void ma_spatializer_set_positioning(ma_spatializer* pSpatializer, ma_positioning positioning) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.positioning = positioning; -} - -MA_API ma_positioning ma_spatializer_get_positioning(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return ma_positioning_absolute; - } - - return pSpatializer->config.positioning; -} - -MA_API void ma_spatializer_set_rolloff(ma_spatializer* pSpatializer, float rolloff) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.rolloff = rolloff; -} - -MA_API float ma_spatializer_get_rolloff(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return 0; - } - - return pSpatializer->config.rolloff; -} - -MA_API void ma_spatializer_set_min_gain(ma_spatializer* pSpatializer, float minGain) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.minGain = minGain; -} - -MA_API float ma_spatializer_get_min_gain(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return 0; - } - - return pSpatializer->config.minGain; -} - -MA_API void ma_spatializer_set_max_gain(ma_spatializer* pSpatializer, float maxGain) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.maxGain = maxGain; -} - -MA_API float ma_spatializer_get_max_gain(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return 0; - } - - return pSpatializer->config.maxGain; -} - -MA_API void ma_spatializer_set_min_distance(ma_spatializer* pSpatializer, float minDistance) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.minDistance = minDistance; -} - -MA_API float ma_spatializer_get_min_distance(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return 0; - } - - return pSpatializer->config.minDistance; -} - -MA_API void ma_spatializer_set_max_distance(ma_spatializer* pSpatializer, float maxDistance) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.maxDistance = maxDistance; -} - -MA_API float ma_spatializer_get_max_distance(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return 0; - } - - return pSpatializer->config.maxDistance; -} - -MA_API void ma_spatializer_set_cone(ma_spatializer* pSpatializer, float innerAngleInRadians, float outerAngleInRadians, float outerGain) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.coneInnerAngleInRadians = innerAngleInRadians; - pSpatializer->config.coneOuterAngleInRadians = outerAngleInRadians; - pSpatializer->config.coneOuterGain = outerGain; -} - -MA_API void ma_spatializer_get_cone(const ma_spatializer* pSpatializer, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) -{ - if (pSpatializer == NULL) { - return; - } - - if (pInnerAngleInRadians != NULL) { - *pInnerAngleInRadians = pSpatializer->config.coneInnerAngleInRadians; - } - - if (pOuterAngleInRadians != NULL) { - *pOuterAngleInRadians = pSpatializer->config.coneOuterAngleInRadians; - } - - if (pOuterGain != NULL) { - *pOuterGain = pSpatializer->config.coneOuterGain; - } -} - -MA_API void ma_spatializer_set_doppler_factor(ma_spatializer* pSpatializer, float dopplerFactor) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->config.dopplerFactor = dopplerFactor; -} - -MA_API float ma_spatializer_get_doppler_factor(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return 1; - } - - return pSpatializer->config.dopplerFactor; -} - -MA_API void ma_spatializer_set_position(ma_spatializer* pSpatializer, float x, float y, float z) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->position = ma_vec3f_init_3f(x, y, z); -} - -MA_API ma_vec3f ma_spatializer_get_position(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return pSpatializer->position; -} - -MA_API void ma_spatializer_set_direction(ma_spatializer* pSpatializer, float x, float y, float z) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->direction = ma_vec3f_init_3f(x, y, z); -} - -MA_API ma_vec3f ma_spatializer_get_direction(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return ma_vec3f_init_3f(0, 0, -1); - } - - return pSpatializer->direction; -} - -MA_API void ma_spatializer_set_velocity(ma_spatializer* pSpatializer, float x, float y, float z) -{ - if (pSpatializer == NULL) { - return; - } - - pSpatializer->velocity = ma_vec3f_init_3f(x, y, z); -} - -MA_API ma_vec3f ma_spatializer_get_velocity(const ma_spatializer* pSpatializer) -{ - if (pSpatializer == NULL) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return pSpatializer->velocity; -} - - - - -/************************************************************************************************************************************************************** - -Engine - -**************************************************************************************************************************************************************/ -#define MA_SEEK_TARGET_NONE (~(ma_uint64)0) - -MA_API ma_engine_node_config ma_engine_node_config_init(ma_engine* pEngine, ma_engine_node_type type, ma_uint32 flags) -{ - ma_engine_node_config config; - - MA_ZERO_OBJECT(&config); - config.pEngine = pEngine; - config.type = type; - config.isPitchDisabled = (flags & MA_SOUND_FLAG_NO_PITCH) != 0; - config.isSpatializationDisabled = (flags & MA_SOUND_FLAG_NO_SPATIALIZATION) != 0; - - return config; -} - - -static void ma_engine_node_update_pitch_if_required(ma_engine_node* pEngineNode) -{ - ma_bool32 isUpdateRequired = MA_FALSE; - float newPitch; - - MA_ASSERT(pEngineNode != NULL); - - newPitch = c89atomic_load_explicit_f32(&pEngineNode->pitch, c89atomic_memory_order_acquire); - - if (pEngineNode->oldPitch != newPitch) { - pEngineNode->oldPitch = newPitch; - isUpdateRequired = MA_TRUE; - } - - if (pEngineNode->oldDopplerPitch != pEngineNode->spatializer.dopplerPitch) { - pEngineNode->oldDopplerPitch = pEngineNode->spatializer.dopplerPitch; - isUpdateRequired = MA_TRUE; - } - - if (isUpdateRequired) { - float basePitch = (float)pEngineNode->sampleRate / ma_engine_get_sample_rate(pEngineNode->pEngine); - ma_linear_resampler_set_rate_ratio(&pEngineNode->resampler, basePitch * pEngineNode->oldPitch * pEngineNode->oldDopplerPitch); - } -} - -static ma_bool32 ma_engine_node_is_pitching_enabled(const ma_engine_node* pEngineNode) -{ - MA_ASSERT(pEngineNode != NULL); - - /* Don't try to be clever by skiping resampling in the pitch=1 case or else you'll glitch when moving away from 1. */ - return !c89atomic_load_explicit_8(&pEngineNode->isPitchDisabled, c89atomic_memory_order_acquire); -} - -static ma_bool32 ma_engine_node_is_spatialization_enabled(const ma_engine_node* pEngineNode) -{ - MA_ASSERT(pEngineNode != NULL); - - return !c89atomic_load_explicit_8(&pEngineNode->isSpatializationDisabled, c89atomic_memory_order_acquire); -} - -static ma_uint64 ma_engine_node_get_required_input_frame_count(const ma_engine_node* pEngineNode, ma_uint64 outputFrameCount) -{ - ma_uint64 inputFrameCount = 0; - - if (ma_engine_node_is_pitching_enabled(pEngineNode)) { - ma_result result = ma_linear_resampler_get_required_input_frame_count(&pEngineNode->resampler, outputFrameCount, &inputFrameCount); - if (result != MA_SUCCESS) { - inputFrameCount = 0; - } - } else { - inputFrameCount = outputFrameCount; /* No resampling, so 1:1. */ - } - - return inputFrameCount; -} - -static void ma_engine_node_process_pcm_frames__general(ma_engine_node* pEngineNode, const float** ppFramesIn, ma_uint32* pFrameCountIn, float** ppFramesOut, ma_uint32* pFrameCountOut) -{ - ma_uint32 frameCountIn; - ma_uint32 frameCountOut; - ma_uint32 totalFramesProcessedIn; - ma_uint32 totalFramesProcessedOut; - ma_uint32 channelsIn; - ma_uint32 channelsOut; - ma_bool32 isPitchingEnabled; - ma_bool32 isFadingEnabled; - ma_bool32 isSpatializationEnabled; - ma_bool32 isPanningEnabled; - - frameCountIn = *pFrameCountIn; - frameCountOut = *pFrameCountOut; - - channelsIn = ma_spatializer_get_input_channels(&pEngineNode->spatializer); - channelsOut = ma_spatializer_get_output_channels(&pEngineNode->spatializer); - - totalFramesProcessedIn = 0; - totalFramesProcessedOut = 0; - - isPitchingEnabled = ma_engine_node_is_pitching_enabled(pEngineNode); - isFadingEnabled = pEngineNode->fader.volumeBeg != 1 || pEngineNode->fader.volumeEnd != 1; - isSpatializationEnabled = ma_engine_node_is_spatialization_enabled(pEngineNode); - isPanningEnabled = pEngineNode->panner.pan != 0 && channelsOut != 1; - - /* Keep going while we've still got data available for processing. */ - while (totalFramesProcessedOut < frameCountOut) { - /* - We need to process in a specific order. We always do resampling first because it's likely - we're going to be increasing the channel count after spatialization. Also, I want to do - fading based on the output sample rate. - - We'll first read into a buffer from the resampler. Then we'll do all processing that - operates on the on the input channel count. We'll then get the spatializer to output to - the output buffer and then do all effects from that point directly in the output buffer - in-place. - - Note that we're always running the resampler. If we try to be clever and skip resampling - when the pitch is 1, we'll get a glitch when we move away from 1, back to 1, and then - away from 1 again. We'll want to implement any pitch=1 optimizations in the resampler - itself. - - There's a small optimization here that we'll utilize since it might be a fairly common - case. When the input and output channel counts are the same, we'll read straight into the - output buffer from the resampler and do everything in-place. - */ - const float* pRunningFramesIn; - float* pRunningFramesOut; - float* pWorkingBuffer; /* This is the buffer that we'll be processing frames in. This is in input channels. */ - float temp[MA_DATA_CONVERTER_STACK_BUFFER_SIZE / sizeof(float)]; - ma_uint32 tempCapInFrames = ma_countof(temp) / channelsIn; - ma_uint32 framesAvailableIn; - ma_uint32 framesAvailableOut; - ma_uint32 framesJustProcessedIn; - ma_uint32 framesJustProcessedOut; - ma_bool32 isWorkingBufferValid = MA_FALSE; - - framesAvailableIn = frameCountIn - totalFramesProcessedIn; - framesAvailableOut = frameCountOut - totalFramesProcessedOut; - - pRunningFramesIn = ma_offset_pcm_frames_const_ptr_f32(ppFramesIn[0], totalFramesProcessedIn, channelsIn); - pRunningFramesOut = ma_offset_pcm_frames_ptr_f32(ppFramesOut[0], totalFramesProcessedOut, channelsOut); - - if (channelsIn == channelsOut) { - /* Fast path. Channel counts are the same. No need for an intermediary input buffer. */ - pWorkingBuffer = pRunningFramesOut; - } else { - /* Slow path. Channel counts are different. Need to use an intermediary input buffer. */ - pWorkingBuffer = temp; - if (framesAvailableOut > tempCapInFrames) { - framesAvailableOut = tempCapInFrames; - } - } - - /* First is resampler. */ - if (isPitchingEnabled) { - ma_uint64 resampleFrameCountIn = framesAvailableIn; - ma_uint64 resampleFrameCountOut = framesAvailableOut; - - ma_linear_resampler_process_pcm_frames(&pEngineNode->resampler, pRunningFramesIn, &resampleFrameCountIn, pWorkingBuffer, &resampleFrameCountOut); - isWorkingBufferValid = MA_TRUE; - - framesJustProcessedIn = (ma_uint32)resampleFrameCountIn; - framesJustProcessedOut = (ma_uint32)resampleFrameCountOut; - } else { - framesJustProcessedIn = framesAvailableIn; - framesJustProcessedOut = framesAvailableOut; - } - - /* Fading. */ - if (isFadingEnabled) { - if (isWorkingBufferValid) { - ma_fader_process_pcm_frames(&pEngineNode->fader, pWorkingBuffer, pWorkingBuffer, framesJustProcessedOut); /* In-place processing. */ - } else { - ma_fader_process_pcm_frames(&pEngineNode->fader, pWorkingBuffer, pRunningFramesIn, framesJustProcessedOut); - isWorkingBufferValid = MA_TRUE; - } - } - - /* - If at this point we still haven't actually done anything with the working buffer we need - to just read straight from the input buffer. - */ - if (isWorkingBufferValid == MA_FALSE) { - pWorkingBuffer = (float*)pRunningFramesIn; /* Naughty const cast, but it's safe at this point because we won't ever be writing to it from this point out. */ - } - - /* Spatialization. */ - if (isSpatializationEnabled) { - ma_uint32 iListener; - - /* - When determining the listener to use, we first check to see if the sound is pinned to a - specific listener. If so, we use that. Otherwise we just use the closest listener. - */ - if (pEngineNode->pinnedListenerIndex != MA_LISTENER_INDEX_CLOSEST && pEngineNode->pinnedListenerIndex < ma_engine_get_listener_count(pEngineNode->pEngine)) { - iListener = pEngineNode->pinnedListenerIndex; - } else { - iListener = ma_engine_find_closest_listener(pEngineNode->pEngine, pEngineNode->spatializer.position.x, pEngineNode->spatializer.position.y, pEngineNode->spatializer.position.z); - } - - ma_spatializer_process_pcm_frames(&pEngineNode->spatializer, &pEngineNode->pEngine->listeners[iListener], pRunningFramesOut, pWorkingBuffer, framesJustProcessedOut); - } else { - /* No spatialization, but we still need to do channel conversion. */ - if (channelsIn == channelsOut) { - /* No channel conversion required. Just copy straight to the output buffer. */ - ma_copy_pcm_frames(pRunningFramesOut, pWorkingBuffer, framesJustProcessedOut, ma_format_f32, channelsOut); - } else { - /* Channel conversion required. TODO: Add support for channel maps here. */ - ma_channel_map_apply_f32(pRunningFramesOut, NULL, channelsOut, pWorkingBuffer, NULL, channelsIn, framesJustProcessedOut, ma_channel_mix_mode_simple); - } - } - - /* At this point we can guarantee that the output buffer contains valid data. We can process everything in place now. */ - - /* Panning. */ - if (isPanningEnabled) { - ma_panner_process_pcm_frames(&pEngineNode->panner, pRunningFramesOut, pRunningFramesOut, framesJustProcessedOut); /* In-place processing. */ - } - - /* We're done for this chunk. */ - totalFramesProcessedIn += framesJustProcessedIn; - totalFramesProcessedOut += framesJustProcessedOut; - - /* If we didn't process any output frames this iteration it means we've either run out of input data, or run out of room in the output buffer. */ - if (framesJustProcessedOut == 0) { - break; - } - } - - /* At this point we're done processing. */ - *pFrameCountIn = totalFramesProcessedIn; - *pFrameCountOut = totalFramesProcessedOut; -} - -static void ma_engine_node_process_pcm_frames__sound(ma_node* pNode, const float** ppFramesIn, ma_uint32* pFrameCountIn, float** ppFramesOut, ma_uint32* pFrameCountOut) -{ - /* For sounds, we need to first read from the data source. Then we need to apply the engine effects (pan, pitch, fades, etc.). */ - ma_result result = MA_SUCCESS; - ma_sound* pSound = (ma_sound*)pNode; - ma_uint32 frameCount = *pFrameCountOut; - ma_uint32 totalFramesRead = 0; - ma_format dataSourceFormat; - ma_uint32 dataSourceChannels; - ma_uint8 temp[MA_DATA_CONVERTER_STACK_BUFFER_SIZE]; - ma_uint32 tempCapInFrames; - - /* This is a data source node which means no input buses. */ - (void)ppFramesIn; - (void)pFrameCountIn; - - /* If we're marked at the end we need to stop the sound and do nothing. */ - if (ma_sound_at_end(pSound)) { - ma_sound_stop(pSound); - *pFrameCountOut = 0; - return; - } - - /* If we're seeking, do so now before reading. */ - if (pSound->seekTarget != MA_SEEK_TARGET_NONE) { - ma_data_source_seek_to_pcm_frame(pSound->pDataSource, pSound->seekTarget); - - /* Any time-dependant effects need to have their times updated. */ - ma_node_set_time(pSound, pSound->seekTarget); - - pSound->seekTarget = MA_SEEK_TARGET_NONE; - } - - /* - We want to update the pitch once. For sounds, this can be either at the start or at the end. If - we don't force this to only ever be updating once, we could end up in a situation where - retrieving the required input frame count ends up being different to what we actually retrieve. - What could happen is that the required input frame count is calculated, the pitch is update, - and then this processing function is called resulting in a different number of input frames - being processed. Do not call this in ma_engine_node_process_pcm_frames__general() or else - you'll hit the aforementioned bug. - */ - ma_engine_node_update_pitch_if_required(&pSound->engineNode); - - /* - For the convenience of the caller, we're doing to allow data sources to use non-floating-point formats and channel counts that differ - from the main engine. - */ - result = ma_data_source_get_data_format(pSound->pDataSource, &dataSourceFormat, &dataSourceChannels, NULL, NULL, 0); - if (result == MA_SUCCESS) { - tempCapInFrames = sizeof(temp) / ma_get_bytes_per_frame(dataSourceFormat, dataSourceChannels); - - /* Keep reading until we've read as much as was requested or we reach the end of the data source. */ - while (totalFramesRead < frameCount) { - ma_uint32 framesRemaining = frameCount - totalFramesRead; - ma_uint32 framesToRead; - ma_uint64 framesJustRead; - ma_uint32 frameCountIn; - ma_uint32 frameCountOut; - const float* pRunningFramesIn; - float* pRunningFramesOut; - - /* - The first thing we need to do is read into the temporary buffer. We can calculate exactly - how many input frames we'll need after resampling. - */ - framesToRead = (ma_uint32)ma_engine_node_get_required_input_frame_count(&pSound->engineNode, framesRemaining); - if (framesToRead > tempCapInFrames) { - framesToRead = tempCapInFrames; - } - - result = ma_data_source_read_pcm_frames(pSound->pDataSource, temp, framesToRead, &framesJustRead, ma_sound_is_looping(pSound)); - - /* If we reached the end of the sound we'll want to mark it as at the end and stop it. This should never be returned for looping sounds. */ - if (result == MA_AT_END) { - c89atomic_exchange_8(&pSound->atEnd, MA_TRUE); /* This will be set to false in ma_sound_start(). */ - } - - pRunningFramesOut = ma_offset_pcm_frames_ptr_f32(ppFramesOut[0], totalFramesRead, ma_engine_get_channels(ma_sound_get_engine(pSound))); - - frameCountIn = (ma_uint32)framesJustRead; - frameCountOut = framesRemaining; - - /* Convert if necessary. */ - if (dataSourceFormat == ma_format_f32) { - /* Fast path. No data conversion necessary. */ - pRunningFramesIn = (float*)temp; - ma_engine_node_process_pcm_frames__general(&pSound->engineNode, &pRunningFramesIn, &frameCountIn, &pRunningFramesOut, &frameCountOut); - } else { - /* Slow path. Need to do sample format conversion to f32. If we give the f32 buffer the same count as the first temp buffer, we're guaranteed it'll be large enough. */ - float tempf32[MA_DATA_CONVERTER_STACK_BUFFER_SIZE]; /* Do not do `MA_DATA_CONVERTER_STACK_BUFFER_SIZE/sizeof(float)` here like we've done in other places. */ - ma_convert_pcm_frames_format(tempf32, ma_format_f32, temp, dataSourceFormat, framesJustRead, dataSourceChannels, ma_dither_mode_none); - - /* Now that we have our samples in f32 format we can process like normal. */ - pRunningFramesIn = tempf32; - ma_engine_node_process_pcm_frames__general(&pSound->engineNode, &pRunningFramesIn, &frameCountIn, &pRunningFramesOut, &frameCountOut); - } - - /* We should have processed all of our input frames since we calculated the required number of input frames at the top. */ - MA_ASSERT(frameCountIn == framesJustRead); - totalFramesRead += (ma_uint32)frameCountOut; /* Safe cast. */ - - if (result != MA_SUCCESS || ma_sound_at_end(pSound)) { - break; /* Might have reached the end. */ - } - } - } - - *pFrameCountOut = totalFramesRead; -} - -static void ma_engine_node_process_pcm_frames__group(ma_node* pNode, const float** ppFramesIn, ma_uint32* pFrameCountIn, float** ppFramesOut, ma_uint32* pFrameCountOut) -{ - /* - Make sure the pitch is updated before trying to read anything. It's important that this is done - only once and not in ma_engine_node_process_pcm_frames__general(). The reason for this is that - ma_engine_node_process_pcm_frames__general() will call ma_engine_node_get_required_input_frame_count(), - and if another thread modifies the pitch just after that call it can result in a glitch due to - the input rate changing. - */ - ma_engine_node_update_pitch_if_required((ma_engine_node*)pNode); - - /* For groups, the input data has already been read and we just need to apply the effect. */ - ma_engine_node_process_pcm_frames__general((ma_engine_node*)pNode, ppFramesIn, pFrameCountIn, ppFramesOut, pFrameCountOut); -} - -static ma_result ma_engine_node_get_required_input_frame_count__group(ma_node* pNode, ma_uint32 outputFrameCount, ma_uint32* pInputFrameCount) -{ - ma_uint64 inputFrameCount; - - MA_ASSERT(pInputFrameCount != NULL); - - /* Our pitch will affect this calculation. We need to update it. */ - ma_engine_node_update_pitch_if_required((ma_engine_node*)pNode); - - inputFrameCount = ma_engine_node_get_required_input_frame_count((ma_engine_node*)pNode, outputFrameCount); - if (inputFrameCount > 0xFFFFFFFF) { - inputFrameCount = 0xFFFFFFFF; /* Will never happen because miniaudio will only ever process in relatively small chunks. */ - } - - *pInputFrameCount = (ma_uint32)inputFrameCount; - - return MA_SUCCESS; -} - - -static ma_node_vtable g_ma_engine_node_vtable__sound = -{ - ma_engine_node_process_pcm_frames__sound, - NULL, /* onGetRequiredInputFrameCount */ - 0, /* Sounds are data source nodes which means they have zero inputs (their input is drawn from the data source itself). */ - 1, /* Sounds have one output bus. */ - 0 /* Default flags. */ -}; - -static ma_node_vtable g_ma_engine_node_vtable__group = -{ - ma_engine_node_process_pcm_frames__group, - ma_engine_node_get_required_input_frame_count__group, - 1, /* Groups have one input bus. */ - 1, /* Groups have one output bus. */ - MA_NODE_FLAG_DIFFERENT_PROCESSING_RATES /* The engine node does resampling so should let miniaudio know about it. */ -}; - - - -static ma_node_config ma_engine_node_base_node_config_init(const ma_engine_node_config* pConfig) -{ - ma_node_config baseNodeConfig; - - if (pConfig->type == ma_engine_node_type_sound) { - /* Sound. */ - baseNodeConfig = ma_node_config_init(); - baseNodeConfig.vtable = &g_ma_engine_node_vtable__sound; - baseNodeConfig.initialState = ma_node_state_stopped; /* Sounds are stopped by default. */ - } else { - /* Group. */ - baseNodeConfig = ma_node_config_init(); - baseNodeConfig.vtable = &g_ma_engine_node_vtable__group; - baseNodeConfig.initialState = ma_node_state_started; /* Groups are started by default. */ - } - - return baseNodeConfig; -} - -static ma_spatializer_config ma_engine_node_spatializer_config_init(const ma_node_config* pBaseNodeConfig) -{ - return ma_spatializer_config_init(pBaseNodeConfig->pInputChannels[0], pBaseNodeConfig->pOutputChannels[0]); -} - -typedef struct -{ - size_t sizeInBytes; - size_t baseNodeOffset; - size_t spatializerOffset; -} ma_engine_node_heap_layout; - -static ma_result ma_engine_node_get_heap_layout(const ma_engine_node_config* pConfig, ma_engine_node_heap_layout* pHeapLayout) -{ - ma_result result; - size_t tempHeapSize; - ma_node_config baseNodeConfig; - ma_spatializer_config spatializerConfig; - ma_uint32 channelsIn; - ma_uint32 channelsOut; - - MA_ASSERT(pHeapLayout); - - MA_ZERO_OBJECT(pHeapLayout); - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - if (pConfig->pEngine == NULL) { - return MA_INVALID_ARGS; /* An engine must be specified. */ - } - - pHeapLayout->sizeInBytes = 0; - - channelsIn = (pConfig->channelsIn != 0) ? pConfig->channelsIn : ma_engine_get_channels(pConfig->pEngine); - channelsOut = (pConfig->channelsOut != 0) ? pConfig->channelsOut : ma_engine_get_channels(pConfig->pEngine); - - - /* Base node. */ - baseNodeConfig = ma_engine_node_base_node_config_init(pConfig); - baseNodeConfig.pInputChannels = &channelsIn; - baseNodeConfig.pOutputChannels = &channelsOut; - - result = ma_node_get_heap_size(&baseNodeConfig, &tempHeapSize); - if (result != MA_SUCCESS) { - return result; /* Failed to retrieve the size of the heap for the base node. */ - } - - pHeapLayout->baseNodeOffset = pHeapLayout->sizeInBytes; - pHeapLayout->sizeInBytes += ma_align_64(tempHeapSize); - - - /* Spatializer. */ - spatializerConfig = ma_engine_node_spatializer_config_init(&baseNodeConfig); - - result = ma_spatializer_get_heap_size(&spatializerConfig, &tempHeapSize); - if (result != MA_SUCCESS) { - return result; /* Failed to retrieve the size of the heap for the spatializer. */ - } - - pHeapLayout->spatializerOffset = pHeapLayout->sizeInBytes; - pHeapLayout->sizeInBytes += ma_align_64(tempHeapSize); - - - return MA_SUCCESS; -} - -MA_API ma_result ma_engine_node_get_heap_size(const ma_engine_node_config* pConfig, size_t* pHeapSizeInBytes) -{ - ma_result result; - ma_engine_node_heap_layout heapLayout; - - if (pHeapSizeInBytes == NULL) { - return MA_INVALID_ARGS; - } - - *pHeapSizeInBytes = 0; - - result = ma_engine_node_get_heap_layout(pConfig, &heapLayout); - if (result != MA_SUCCESS) { - return result; - } - - *pHeapSizeInBytes = heapLayout.sizeInBytes; - - return MA_SUCCESS; -} - -MA_API ma_result ma_engine_node_init_preallocated(const ma_engine_node_config* pConfig, void* pHeap, ma_engine_node* pEngineNode) -{ - ma_result result; - ma_engine_node_heap_layout heapLayout; - ma_node_config baseNodeConfig; - ma_linear_resampler_config resamplerConfig; - ma_fader_config faderConfig; - ma_spatializer_config spatializerConfig; - ma_panner_config pannerConfig; - ma_uint32 channelsIn; - ma_uint32 channelsOut; - - if (pEngineNode == NULL) { - return MA_INVALID_ARGS; - } - - MA_ZERO_OBJECT(pEngineNode); - - result = ma_engine_node_get_heap_layout(pConfig, &heapLayout); - if (result != MA_SUCCESS) { - return result; - } - - if (pConfig->pinnedListenerIndex != MA_LISTENER_INDEX_CLOSEST && pConfig->pinnedListenerIndex >= ma_engine_get_listener_count(pConfig->pEngine)) { - return MA_INVALID_ARGS; /* Invalid listener. */ - } - - pEngineNode->_pHeap = pHeap; - pEngineNode->pEngine = pConfig->pEngine; - pEngineNode->sampleRate = (pConfig->sampleRate > 0) ? pConfig->sampleRate : ma_engine_get_sample_rate(pEngineNode->pEngine); - pEngineNode->pitch = 1; - pEngineNode->oldPitch = 1; - pEngineNode->oldDopplerPitch = 1; - pEngineNode->isPitchDisabled = pConfig->isPitchDisabled; - pEngineNode->isSpatializationDisabled = pConfig->isSpatializationDisabled; - pEngineNode->pinnedListenerIndex = pConfig->pinnedListenerIndex; - - - channelsIn = (pConfig->channelsIn != 0) ? pConfig->channelsIn : ma_engine_get_channels(pConfig->pEngine); - channelsOut = (pConfig->channelsOut != 0) ? pConfig->channelsOut : ma_engine_get_channels(pConfig->pEngine); - - - /* Base node. */ - baseNodeConfig = ma_engine_node_base_node_config_init(pConfig); - baseNodeConfig.pInputChannels = &channelsIn; - baseNodeConfig.pOutputChannels = &channelsOut; - - result = ma_node_init_preallocated(&pConfig->pEngine->nodeGraph, &baseNodeConfig, ma_offset_ptr(pHeap, heapLayout.baseNodeOffset), &pEngineNode->baseNode); - if (result != MA_SUCCESS) { - goto error0; - } - - - /* - We can now initialize the effects we need in order to implement the engine node. There's a - defined order of operations here, mainly centered around when we convert our channels from the - data source's native channel count to the engine's channel count. As a rule, we want to do as - much computation as possible before spatialization because there's a chance that will increase - the channel count, thereby increasing the amount of work needing to be done to process. - */ - - /* We'll always do resampling first. */ - resamplerConfig = ma_linear_resampler_config_init(ma_format_f32, baseNodeConfig.pInputChannels[0], pEngineNode->sampleRate, ma_engine_get_sample_rate(pEngineNode->pEngine)); - resamplerConfig.lpfOrder = 0; /* <-- Need to disable low-pass filtering for pitch shifting for now because there's cases where the biquads are becoming unstable. Need to figure out a better fix for this. */ - - result = ma_linear_resampler_init(&resamplerConfig, &pEngineNode->pEngine->allocationCallbacks, &pEngineNode->resampler); /* TODO: Use pre-allocation here. */ - if (result != MA_SUCCESS) { - goto error1; - } - - - /* After resampling will come the fader. */ - faderConfig = ma_fader_config_init(ma_format_f32, baseNodeConfig.pInputChannels[0], ma_engine_get_sample_rate(pEngineNode->pEngine)); - - result = ma_fader_init(&faderConfig, &pEngineNode->fader); - if (result != MA_SUCCESS) { - goto error2; - } - - - /* - Spatialization comes next. We spatialize based ont he node's output channel count. It's up the caller to - ensure channels counts link up correctly in the node graph. - */ - spatializerConfig = ma_engine_node_spatializer_config_init(&baseNodeConfig); - spatializerConfig.gainSmoothTimeInFrames = pEngineNode->pEngine->gainSmoothTimeInFrames; - - result = ma_spatializer_init_preallocated(&spatializerConfig, ma_offset_ptr(pHeap, heapLayout.spatializerOffset), &pEngineNode->spatializer); - if (result != MA_SUCCESS) { - goto error2; - } - - - /* - After spatialization comes panning. We need to do this after spatialization because otherwise we wouldn't - be able to pan mono sounds. - */ - pannerConfig = ma_panner_config_init(ma_format_f32, baseNodeConfig.pOutputChannels[0]); - - result = ma_panner_init(&pannerConfig, &pEngineNode->panner); - if (result != MA_SUCCESS) { - goto error3; - } - - return MA_SUCCESS; - -error3: ma_spatializer_uninit(&pEngineNode->spatializer, NULL); /* <-- No need for allocation callbacks here because we use a preallocated heap. */ -error2: ma_linear_resampler_uninit(&pEngineNode->resampler, &pConfig->pEngine->allocationCallbacks); /* TODO: Remove this when we have support for preallocated heaps with resamplers. */ -error1: ma_node_uninit(&pEngineNode->baseNode, NULL); /* <-- No need for allocation callbacks here because we use a preallocated heap. */ -error0: return result; -} - -MA_API ma_result ma_engine_node_init(const ma_engine_node_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_engine_node* pEngineNode) -{ - ma_result result; - size_t heapSizeInBytes; - void* pHeap; - - result = ma_engine_node_get_heap_size(pConfig, &heapSizeInBytes); - if (result != MA_SUCCESS) { - return result; - } - - if (heapSizeInBytes > 0) { - pHeap = ma_malloc(heapSizeInBytes, pAllocationCallbacks); - if (pHeap == NULL) { - return MA_OUT_OF_MEMORY; - } - } else { - pHeap = NULL; - } - - result = ma_engine_node_init_preallocated(pConfig, pHeap, pEngineNode); - if (result != MA_SUCCESS) { - ma_free(pHeap, pAllocationCallbacks); - return result; - } - - pEngineNode->_ownsHeap = MA_TRUE; - return MA_SUCCESS; -} - -MA_API void ma_engine_node_uninit(ma_engine_node* pEngineNode, const ma_allocation_callbacks* pAllocationCallbacks) -{ - /* - The base node always needs to be uninitialized first to ensure it's detached from the graph completely before we - destroy anything that might be in the middle of being used by the processing function. - */ - ma_node_uninit(&pEngineNode->baseNode, NULL); - - /* Now that the node has been uninitialized we can safely uninitialize the rest. */ - ma_spatializer_uninit(&pEngineNode->spatializer, NULL); - ma_linear_resampler_uninit(&pEngineNode->resampler, NULL); - - /* Free the heap last. */ - if (pEngineNode->_pHeap != NULL && pEngineNode->_ownsHeap) { - ma_free(pEngineNode->_pHeap, pAllocationCallbacks); - } -} - - -MA_API ma_sound_config ma_sound_config_init(void) -{ - ma_sound_config config; - - MA_ZERO_OBJECT(&config); - - return config; -} - -MA_API ma_sound_group_config ma_sound_group_config_init(void) -{ - ma_sound_group_config config; - - MA_ZERO_OBJECT(&config); - - return config; -} - - -MA_API ma_engine_config ma_engine_config_init(void) -{ - ma_engine_config config; - - MA_ZERO_OBJECT(&config); - config.listenerCount = 1; /* Always want at least one listener. */ - - return config; -} - - -static void ma_engine_data_callback_internal(ma_device* pDevice, void* pFramesOut, const void* pFramesIn, ma_uint32 frameCount) -{ - ma_engine* pEngine = (ma_engine*)pDevice->pUserData; - - /* - Experiment: Try processing a resource manager job if we're on the Emscripten build. - - This serves two purposes: - - 1) It ensures jobs are actually processed at some point since we cannot guarantee that the - caller is doing the right thing and calling ma_resource_manager_process_next_job(); and - - 2) It's an attempt at working around an issue where processing jobs on the Emscripten main - loop doesn't work as well as it should. When trying to load sounds without the `DECODE` - flag or with the `ASYNC` flag, the sound data is just not able to be loaded in time - before the callback is processed. I think it's got something to do with the single- - threaded nature of Web, but I'm not entirely sure. - */ - #if !defined(MA_NO_RESOURCE_MANAGER) && defined(MA_EMSCRIPTEN) - { - if (pEngine->pResourceManager != NULL) { - if ((pEngine->pResourceManager->config.flags & MA_RESOURCE_MANAGER_FLAG_NO_THREADING) != 0) { - ma_resource_manager_process_next_job(pEngine->pResourceManager); - } - } - } - #endif - - ma_engine_data_callback(pEngine, pFramesOut, pFramesIn, frameCount); -} - -MA_API ma_result ma_engine_init(const ma_engine_config* pConfig, ma_engine* pEngine) -{ - ma_result result; - ma_node_graph_config nodeGraphConfig; - ma_engine_config engineConfig; - ma_spatializer_listener_config listenerConfig; - ma_uint32 iListener; - - if (pEngine != NULL) { - MA_ZERO_OBJECT(pEngine); - } - - /* The config is allowed to be NULL in which case we use defaults for everything. */ - if (pConfig != NULL) { - engineConfig = *pConfig; - } else { - engineConfig = ma_engine_config_init(); - } - - pEngine->pResourceManager = engineConfig.pResourceManager; - pEngine->pDevice = engineConfig.pDevice; - ma_allocation_callbacks_init_copy(&pEngine->allocationCallbacks, &engineConfig.allocationCallbacks); - - /* If we don't have a device, we need one. */ - if (pEngine->pDevice == NULL) { - ma_device_config deviceConfig; - - pEngine->pDevice = (ma_device*)ma_malloc(sizeof(*pEngine->pDevice), &pEngine->allocationCallbacks); - if (pEngine->pDevice == NULL) { - return MA_OUT_OF_MEMORY; - } - - deviceConfig = ma_device_config_init(ma_device_type_playback); - deviceConfig.playback.pDeviceID = engineConfig.pPlaybackDeviceID; - deviceConfig.playback.format = ma_format_f32; - deviceConfig.playback.channels = engineConfig.channels; - deviceConfig.sampleRate = engineConfig.sampleRate; - deviceConfig.dataCallback = ma_engine_data_callback_internal; - deviceConfig.pUserData = pEngine; - deviceConfig.periodSizeInFrames = engineConfig.periodSizeInFrames; - deviceConfig.periodSizeInMilliseconds = engineConfig.periodSizeInMilliseconds; - deviceConfig.noPreSilencedOutputBuffer = MA_TRUE; /* We'll always be outputting to every frame in the callback so there's no need for a pre-silenced buffer. */ - deviceConfig.noClip = MA_TRUE; /* The mixing engine will do clipping itself. */ - - if (engineConfig.pContext == NULL) { - ma_context_config contextConfig = ma_context_config_init(); - contextConfig.allocationCallbacks = pEngine->allocationCallbacks; - contextConfig.pLog = engineConfig.pLog; - - /* If the engine config does not specify a log, use the resource manager's if we have one. */ - #ifndef MA_NO_RESOURCE_MANAGER - { - if (contextConfig.pLog == NULL && engineConfig.pResourceManager != NULL) { - contextConfig.pLog = ma_resource_manager_get_log(engineConfig.pResourceManager); - } - } - #endif - - result = ma_device_init_ex(NULL, 0, &contextConfig, &deviceConfig, pEngine->pDevice); - } else { - result = ma_device_init(engineConfig.pContext, &deviceConfig, pEngine->pDevice); - } - - if (result != MA_SUCCESS) { - ma_free(pEngine->pDevice, &pEngine->allocationCallbacks); - pEngine->pDevice = NULL; - return result; - } - - pEngine->ownsDevice = MA_TRUE; - } - - /* - The engine always uses either the log that was passed into the config, or the context's log. Either - way, the engine never has ownership of the log. - */ - if (engineConfig.pLog != NULL) { - pEngine->pLog = engineConfig.pLog; - } else { - pEngine->pLog = ma_device_get_log(pEngine->pDevice); - } - - - /* The engine is a node graph. This needs to be initialized after we have the device so we can can determine the channel count. */ - nodeGraphConfig = ma_node_graph_config_init(pEngine->pDevice->playback.channels); - - result = ma_node_graph_init(&nodeGraphConfig, &pEngine->allocationCallbacks, &pEngine->nodeGraph); - if (result != MA_SUCCESS) { - goto on_error_1; - } - - - /* We need at least one listener. */ - if (engineConfig.listenerCount == 0) { - engineConfig.listenerCount = 1; - } - - if (engineConfig.listenerCount > MA_ENGINE_MAX_LISTENERS) { - result = MA_INVALID_ARGS; /* Too many listeners. */ - goto on_error_1; - } - - for (iListener = 0; iListener < engineConfig.listenerCount; iListener += 1) { - listenerConfig = ma_spatializer_listener_config_init(pEngine->pDevice->playback.channels); - - result = ma_spatializer_listener_init(&listenerConfig, &pEngine->allocationCallbacks, &pEngine->listeners[iListener]); /* TODO: Change this to a pre-allocated heap. */ - if (result != MA_SUCCESS) { - goto on_error_2; - } - - pEngine->listenerCount += 1; - } - - - /* Gain smoothing for spatialized sounds. */ - pEngine->gainSmoothTimeInFrames = engineConfig.gainSmoothTimeInFrames; - if (pEngine->gainSmoothTimeInFrames == 0) { - ma_uint32 gainSmoothTimeInMilliseconds = engineConfig.gainSmoothTimeInMilliseconds; - if (gainSmoothTimeInMilliseconds == 0) { - gainSmoothTimeInMilliseconds = 8; - } - - pEngine->gainSmoothTimeInFrames = (gainSmoothTimeInMilliseconds * ma_engine_get_sample_rate(pEngine)) / 1000; /* 8ms by default. */ - } - - - /* We need a resource manager. */ - #ifndef MA_NO_RESOURCE_MANAGER - { - if (pEngine->pResourceManager == NULL) { - ma_resource_manager_config resourceManagerConfig; - - pEngine->pResourceManager = (ma_resource_manager*)ma_malloc(sizeof(*pEngine->pResourceManager), &pEngine->allocationCallbacks); - if (pEngine->pResourceManager == NULL) { - result = MA_OUT_OF_MEMORY; - goto on_error_2; - } - - resourceManagerConfig = ma_resource_manager_config_init(); - resourceManagerConfig.pLog = pEngine->pLog; /* Always use the engine's log for internally-managed resource managers. */ - resourceManagerConfig.decodedFormat = ma_format_f32; - resourceManagerConfig.decodedChannels = 0; /* Leave the decoded channel count as 0 so we can get good spatialization. */ - resourceManagerConfig.decodedSampleRate = ma_engine_get_sample_rate(pEngine); - ma_allocation_callbacks_init_copy(&resourceManagerConfig.allocationCallbacks, &pEngine->allocationCallbacks); - resourceManagerConfig.pVFS = engineConfig.pResourceManagerVFS; - - /* The Emscripten build cannot use threads. */ - #if defined(MA_EMSCRIPTEN) - { - resourceManagerConfig.jobThreadCount = 0; - resourceManagerConfig.flags |= MA_RESOURCE_MANAGER_FLAG_NO_THREADING; - } - #endif - - result = ma_resource_manager_init(&resourceManagerConfig, pEngine->pResourceManager); - if (result != MA_SUCCESS) { - goto on_error_3; - } - - pEngine->ownsResourceManager = MA_TRUE; - } - } - #endif - - /* Setup some stuff for inlined sounds. That is sounds played with ma_engine_play_sound(). */ - ma_mutex_init(&pEngine->inlinedSoundLock); - pEngine->pInlinedSoundHead = NULL; - - /* Start the engine if required. This should always be the last step. */ - if (engineConfig.noAutoStart == MA_FALSE) { - result = ma_engine_start(pEngine); - if (result != MA_SUCCESS) { - goto on_error_4; /* Failed to start the engine. */ - } - } - - return MA_SUCCESS; - -on_error_4: - ma_mutex_uninit(&pEngine->inlinedSoundLock); -#ifndef MA_NO_RESOURCE_MANAGER -on_error_3: - if (pEngine->ownsResourceManager) { - ma_free(pEngine->pResourceManager, &pEngine->allocationCallbacks); - } -#endif /* MA_NO_RESOURCE_MANAGER */ -on_error_2: - for (iListener = 0; iListener < pEngine->listenerCount; iListener += 1) { - ma_spatializer_listener_uninit(&pEngine->listeners[iListener], &pEngine->allocationCallbacks); - } - - ma_node_graph_uninit(&pEngine->nodeGraph, &pEngine->allocationCallbacks); -on_error_1: - if (pEngine->ownsDevice) { - ma_device_uninit(pEngine->pDevice); - ma_free(pEngine->pDevice, &pEngine->allocationCallbacks); - } - - return result; -} - -MA_API void ma_engine_uninit(ma_engine* pEngine) -{ - if (pEngine == NULL) { - return; - } - - /* The device must be uninitialized before the node graph to ensure the audio thread doesn't try accessing it. */ - if (pEngine->ownsDevice) { - ma_device_uninit(pEngine->pDevice); - ma_free(pEngine->pDevice, &pEngine->allocationCallbacks); - } else { - ma_device_stop(pEngine->pDevice); - } - - /* - All inlined sounds need to be deleted. I'm going to use a lock here just to future proof in case - I want to do some kind of garbage collection later on. - */ - ma_mutex_lock(&pEngine->inlinedSoundLock); - { - for (;;) { - ma_sound_inlined* pSoundToDelete = pEngine->pInlinedSoundHead; - if (pSoundToDelete == NULL) { - break; /* Done. */ - } - - pEngine->pInlinedSoundHead = pSoundToDelete->pNext; - - ma_sound_uninit(&pSoundToDelete->sound); - ma_free(pSoundToDelete, &pEngine->allocationCallbacks); - } - } - ma_mutex_unlock(&pEngine->inlinedSoundLock); - ma_mutex_uninit(&pEngine->inlinedSoundLock); - - - /* Make sure the node graph is uninitialized after the audio thread has been shutdown to prevent accessing of the node graph after being uninitialized. */ - ma_node_graph_uninit(&pEngine->nodeGraph, &pEngine->allocationCallbacks); - - /* Uninitialize the resource manager last to ensure we don't have a thread still trying to access it. */ -#ifndef MA_NO_RESOURCE_MANAGER - if (pEngine->ownsResourceManager) { - ma_resource_manager_uninit(pEngine->pResourceManager); - ma_free(pEngine->pResourceManager, &pEngine->allocationCallbacks); - } -#endif -} - -MA_API void ma_engine_data_callback(ma_engine* pEngine, void* pFramesOut, const void* pFramesIn, ma_uint32 frameCount) -{ - (void)pFramesIn; /* Unused. */ - - ma_node_graph_read_pcm_frames(&pEngine->nodeGraph, pFramesOut, frameCount, NULL); -} - -MA_API ma_device* ma_engine_get_device(ma_engine* pEngine) -{ - if (pEngine == NULL) { - return NULL; - } - - return pEngine->pDevice; -} - -MA_API ma_log* ma_engine_get_log(ma_engine* pEngine) -{ - if (pEngine == NULL) { - return NULL; - } - - if (pEngine->pLog != NULL) { - return pEngine->pLog; - } else { - return ma_device_get_log(ma_engine_get_device(pEngine)); - } -} - -MA_API ma_node* ma_engine_get_endpoint(ma_engine* pEngine) -{ - return ma_node_graph_get_endpoint(&pEngine->nodeGraph); -} - -MA_API ma_uint64 ma_engine_get_time(const ma_engine* pEngine) -{ - return ma_node_graph_get_time(&pEngine->nodeGraph); -} - -MA_API ma_uint64 ma_engine_set_time(ma_engine* pEngine, ma_uint64 globalTime) -{ - return ma_node_graph_set_time(&pEngine->nodeGraph, globalTime); -} - -MA_API ma_uint32 ma_engine_get_channels(const ma_engine* pEngine) -{ - return ma_node_graph_get_channels(&pEngine->nodeGraph); -} - -MA_API ma_uint32 ma_engine_get_sample_rate(const ma_engine* pEngine) -{ - if (pEngine == NULL) { - return 0; - } - - if (pEngine->pDevice != NULL) { - return pEngine->pDevice->sampleRate; - } else { - return 0; /* No device. */ - } -} - - -MA_API ma_result ma_engine_start(ma_engine* pEngine) -{ - ma_result result; - - if (pEngine == NULL) { - return MA_INVALID_ARGS; - } - - result = ma_device_start(pEngine->pDevice); - if (result != MA_SUCCESS) { - return result; - } - - return MA_SUCCESS; -} - -MA_API ma_result ma_engine_stop(ma_engine* pEngine) -{ - ma_result result; - - if (pEngine == NULL) { - return MA_INVALID_ARGS; - } - - result = ma_device_stop(pEngine->pDevice); - if (result != MA_SUCCESS) { - return result; - } - - return MA_SUCCESS; -} - -MA_API ma_result ma_engine_set_volume(ma_engine* pEngine, float volume) -{ - if (pEngine == NULL) { - return MA_INVALID_ARGS; - } - - return ma_device_set_master_volume(pEngine->pDevice, volume); -} - -MA_API ma_result ma_engine_set_gain_db(ma_engine* pEngine, float gainDB) -{ - if (pEngine == NULL) { - return MA_INVALID_ARGS; - } - - return ma_device_set_master_gain_db(pEngine->pDevice, gainDB); -} - - -MA_API ma_uint32 ma_engine_get_listener_count(const ma_engine* pEngine) -{ - if (pEngine == NULL) { - return 0; - } - - return pEngine->listenerCount; -} - -MA_API ma_uint32 ma_engine_find_closest_listener(const ma_engine* pEngine, float absolutePosX, float absolutePosY, float absolutePosZ) -{ - ma_uint32 iListener; - ma_uint32 iListenerClosest; - float closestLen2 = MA_FLT_MAX; - - if (pEngine == NULL || pEngine->listenerCount == 1) { - return 0; - } - - iListenerClosest = 0; - for (iListener = 0; iListener < pEngine->listenerCount; iListener += 1) { - float len2 = ma_vec3f_len2(ma_vec3f_sub(pEngine->listeners[iListener].position, ma_vec3f_init_3f(absolutePosX, absolutePosY, absolutePosZ))); - if (closestLen2 > len2) { - closestLen2 = len2; - iListenerClosest = iListener; - } - } - - MA_ASSERT(iListenerClosest < 255); - return iListenerClosest; -} - -MA_API void ma_engine_listener_set_position(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return; - } - - ma_spatializer_listener_set_position(&pEngine->listeners[listenerIndex], x, y, z); -} - -MA_API ma_vec3f ma_engine_listener_get_position(const ma_engine* pEngine, ma_uint32 listenerIndex) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return ma_spatializer_listener_get_position(&pEngine->listeners[listenerIndex]); -} - -MA_API void ma_engine_listener_set_direction(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return; - } - - ma_spatializer_listener_set_direction(&pEngine->listeners[listenerIndex], x, y, z); -} - -MA_API ma_vec3f ma_engine_listener_get_direction(const ma_engine* pEngine, ma_uint32 listenerIndex) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return ma_vec3f_init_3f(0, 0, -1); - } - - return ma_spatializer_listener_get_direction(&pEngine->listeners[listenerIndex]); -} - -MA_API void ma_engine_listener_set_velocity(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return; - } - - ma_spatializer_listener_set_velocity(&pEngine->listeners[listenerIndex], x, y, z); -} - -MA_API ma_vec3f ma_engine_listener_get_velocity(const ma_engine* pEngine, ma_uint32 listenerIndex) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return ma_spatializer_listener_get_velocity(&pEngine->listeners[listenerIndex]); -} - -MA_API void ma_engine_listener_set_cone(ma_engine* pEngine, ma_uint32 listenerIndex, float innerAngleInRadians, float outerAngleInRadians, float outerGain) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return; - } - - ma_spatializer_listener_set_cone(&pEngine->listeners[listenerIndex], innerAngleInRadians, outerAngleInRadians, outerGain); -} - -MA_API void ma_engine_listener_get_cone(const ma_engine* pEngine, ma_uint32 listenerIndex, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) -{ - if (pInnerAngleInRadians != NULL) { - *pInnerAngleInRadians = 0; - } - - if (pOuterAngleInRadians != NULL) { - *pOuterAngleInRadians = 0; - } - - if (pOuterGain != NULL) { - *pOuterGain = 0; - } - - ma_spatializer_listener_get_cone(&pEngine->listeners[listenerIndex], pInnerAngleInRadians, pOuterAngleInRadians, pOuterGain); -} - -MA_API void ma_engine_listener_set_world_up(ma_engine* pEngine, ma_uint32 listenerIndex, float x, float y, float z) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return; - } - - ma_spatializer_listener_set_world_up(&pEngine->listeners[listenerIndex], x, y, z); -} - -MA_API ma_vec3f ma_engine_listener_get_world_up(const ma_engine* pEngine, ma_uint32 listenerIndex) -{ - if (pEngine == NULL || listenerIndex >= pEngine->listenerCount) { - return ma_vec3f_init_3f(0, 1, 0); - } - - return ma_spatializer_listener_get_world_up(&pEngine->listeners[listenerIndex]); -} - - -#ifndef MA_NO_RESOURCE_MANAGER -MA_API ma_result ma_engine_play_sound_ex(ma_engine* pEngine, const char* pFilePath, ma_node* pNode, ma_uint32 nodeInputBusIndex) -{ - ma_result result = MA_SUCCESS; - ma_sound_inlined* pSound = NULL; - ma_sound_inlined* pNextSound = NULL; - - if (pEngine == NULL || pFilePath == NULL) { - return MA_INVALID_ARGS; - } - - /* Attach to the endpoint node if nothing is specicied. */ - if (pNode == NULL) { - pNode = ma_node_graph_get_endpoint(&pEngine->nodeGraph); - nodeInputBusIndex = 0; - } - - /* - We want to check if we can recycle an already-allocated inlined sound. Since this is just a - helper I'm not *too* concerned about performance here and I'm happy to use a lock to keep - the implementation simple. Maybe this can be optimized later if there's enough demand, but - if this function is being used it probably means the caller doesn't really care too much. - - What we do is check the atEnd flag. When this is true, we can recycle the sound. Otherwise - we just keep iterating. If we reach the end without finding a sound to recycle we just - allocate a new one. This doesn't scale well for a massive number of sounds being played - simultaneously as we don't ever actually free the sound objects. Some kind of garbage - collection routine might be valuable for this which I'll think about. - */ - ma_mutex_lock(&pEngine->inlinedSoundLock); - { - ma_uint32 soundFlags = 0; - - for (pNextSound = pEngine->pInlinedSoundHead; pNextSound != NULL; pNextSound = pNextSound->pNext) { - if (ma_sound_at_end(&pNextSound->sound)) { - /* - The sound is at the end which means it's available for recycling. All we need to do - is uninitialize it and reinitialize it. All we're doing is recycling memory. - */ - pSound = pNextSound; - c89atomic_fetch_sub_32(&pEngine->inlinedSoundCount, 1); - break; - } - } - - if (pSound != NULL) { - /* - We actually want to detach the sound from the list here. The reason is because we want the sound - to be in a consistent state at the non-recycled case to simplify the logic below. - */ - if (pEngine->pInlinedSoundHead == pSound) { - pEngine->pInlinedSoundHead = pSound->pNext; - } - - if (pSound->pPrev != NULL) { - pSound->pPrev->pNext = pSound->pNext; - } - if (pSound->pNext != NULL) { - pSound->pNext->pPrev = pSound->pPrev; - } - - /* Now the previous sound needs to be uninitialized. */ - ma_sound_uninit(&pNextSound->sound); - } else { - /* No sound available for recycling. Allocate one now. */ - pSound = (ma_sound_inlined*)ma_malloc(sizeof(*pSound), &pEngine->allocationCallbacks); - } - - if (pSound != NULL) { /* Safety check for the allocation above. */ - /* - At this point we should have memory allocated for the inlined sound. We just need - to initialize it like a normal sound now. - */ - soundFlags |= MA_SOUND_FLAG_ASYNC; /* For inlined sounds we don't want to be sitting around waiting for stuff to load so force an async load. */ - soundFlags |= MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT; /* We want specific control over where the sound is attached in the graph. We'll attach it manually just before playing the sound. */ - soundFlags |= MA_SOUND_FLAG_NO_PITCH; /* Pitching isn't usable with inlined sounds, so disable it to save on speed. */ - soundFlags |= MA_SOUND_FLAG_NO_SPATIALIZATION; /* Not currently doing spatialization with inlined sounds, but this might actually change later. For now disable spatialization. Will be removed if we ever add support for spatialization here. */ - - result = ma_sound_init_from_file(pEngine, pFilePath, soundFlags, NULL, NULL, &pSound->sound); - if (result == MA_SUCCESS) { - /* Now attach the sound to the graph. */ - result = ma_node_attach_output_bus(pSound, 0, pNode, nodeInputBusIndex); - if (result == MA_SUCCESS) { - /* At this point the sound should be loaded and we can go ahead and add it to the list. The new item becomes the new head. */ - pSound->pNext = pEngine->pInlinedSoundHead; - pSound->pPrev = NULL; - - pEngine->pInlinedSoundHead = pSound; /* <-- This is what attaches the sound to the list. */ - if (pSound->pNext != NULL) { - pSound->pNext->pPrev = pSound; - } - } else { - ma_free(pSound, &pEngine->allocationCallbacks); - } - } else { - ma_free(pSound, &pEngine->allocationCallbacks); - } - } else { - result = MA_OUT_OF_MEMORY; - } - } - ma_mutex_unlock(&pEngine->inlinedSoundLock); - - if (result != MA_SUCCESS) { - return result; - } - - /* Finally we can start playing the sound. */ - result = ma_sound_start(&pSound->sound); - if (result != MA_SUCCESS) { - /* Failed to start the sound. We need to mark it for recycling and return an error. */ - c89atomic_exchange_8(&pSound->sound.atEnd, MA_TRUE); - return result; - } - - c89atomic_fetch_add_32(&pEngine->inlinedSoundCount, 1); - return result; -} - -MA_API ma_result ma_engine_play_sound(ma_engine* pEngine, const char* pFilePath, ma_sound_group* pGroup) -{ - return ma_engine_play_sound_ex(pEngine, pFilePath, pGroup, 0); -} -#endif - - -static ma_result ma_sound_preinit(ma_engine* pEngine, ma_sound* pSound) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - MA_ZERO_OBJECT(pSound); - pSound->seekTarget = MA_SEEK_TARGET_NONE; - - if (pEngine == NULL) { - return MA_INVALID_ARGS; - } - - return MA_SUCCESS; -} - -static ma_result ma_sound_init_from_data_source_internal(ma_engine* pEngine, const ma_sound_config* pConfig, ma_sound* pSound) -{ - ma_result result; - ma_engine_node_config engineNodeConfig; - ma_engine_node_type type; /* Will be set to ma_engine_node_type_group if no data source is specified. */ - - /* Do not clear pSound to zero here - that's done at a higher level with ma_sound_preinit(). */ - MA_ASSERT(pEngine != NULL); - MA_ASSERT(pSound != NULL); - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - pSound->pDataSource = pConfig->pDataSource; - - if (pConfig->pDataSource != NULL) { - type = ma_engine_node_type_sound; - } else { - type = ma_engine_node_type_group; - } - - /* - Sounds are engine nodes. Before we can initialize this we need to determine the channel count. - If we can't do this we need to abort. It's up to the caller to ensure they're using a data - source that provides this information upfront. - */ - engineNodeConfig = ma_engine_node_config_init(pEngine, type, pConfig->flags); - engineNodeConfig.channelsIn = pConfig->channelsIn; - engineNodeConfig.channelsOut = pConfig->channelsOut; - - /* If we're loading from a data source the input channel count needs to be the data source's native channel count. */ - if (pConfig->pDataSource != NULL) { - result = ma_data_source_get_data_format(pConfig->pDataSource, NULL, &engineNodeConfig.channelsIn, &engineNodeConfig.sampleRate, NULL, 0); - if (result != MA_SUCCESS) { - return result; /* Failed to retrieve the channel count. */ - } - - if (engineNodeConfig.channelsIn == 0) { - return MA_INVALID_OPERATION; /* Invalid channel count. */ - } - } - - - /* Getting here means we should have a valid channel count and we can initialize the engine node. */ - result = ma_engine_node_init(&engineNodeConfig, &pEngine->allocationCallbacks, &pSound->engineNode); - if (result != MA_SUCCESS) { - return result; - } - - /* If no attachment is specified, attach the sound straight to the endpoint. */ - if (pConfig->pInitialAttachment == NULL) { - /* No group. Attach straight to the endpoint by default, unless the caller has requested that do not. */ - if ((pConfig->flags & MA_SOUND_FLAG_NO_DEFAULT_ATTACHMENT) == 0) { - result = ma_node_attach_output_bus(pSound, 0, ma_node_graph_get_endpoint(&pEngine->nodeGraph), 0); - } - } else { - /* An attachment is specified. Attach to it by default. The sound has only a single output bus, and the config will specify which input bus to attach to. */ - result = ma_node_attach_output_bus(pSound, 0, pConfig->pInitialAttachment, pConfig->initialAttachmentInputBusIndex); - } - - if (result != MA_SUCCESS) { - ma_engine_node_uninit(&pSound->engineNode, &pEngine->allocationCallbacks); - return result; - } - - return MA_SUCCESS; -} - -#ifndef MA_NO_RESOURCE_MANAGER -MA_API ma_result ma_sound_init_from_file_internal(ma_engine* pEngine, const ma_sound_config* pConfig, ma_sound* pSound) -{ - ma_result result = MA_SUCCESS; - ma_uint32 flags; - ma_sound_config config; - ma_resource_manager_pipeline_notifications notifications; - - /* - The engine requires knowledge of the channel count of the underlying data source before it can - initialize the sound. Therefore, we need to make the resource manager wait until initialization - of the underlying data source to be initialized so we can get access to the channel count. To - do this, the MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_WAIT_INIT is forced. - - Because we're initializing the data source before the sound, there's a chance the notification - will get triggered before this function returns. This is OK, so long as the caller is aware of - it and can avoid accessing the sound from within the notification. - */ - flags = pConfig->flags | MA_RESOURCE_MANAGER_DATA_SOURCE_FLAG_WAIT_INIT; - - pSound->pResourceManagerDataSource = (ma_resource_manager_data_source*)ma_malloc(sizeof(*pSound->pResourceManagerDataSource), &pEngine->allocationCallbacks); - if (pSound->pResourceManagerDataSource == NULL) { - return MA_OUT_OF_MEMORY; - } - - notifications = ma_resource_manager_pipeline_notifications_init(); - notifications.done.pFence = pConfig->pDoneFence; - - /* - We must wrap everything around the fence if one was specified. This ensures ma_fence_wait() does - not return prematurely before the sound has finished initializing. - */ - if (notifications.done.pFence) { ma_fence_acquire(notifications.done.pFence); } - { - if (pConfig->pFilePath != NULL) { - result = ma_resource_manager_data_source_init(pEngine->pResourceManager, pConfig->pFilePath, flags, ¬ifications, pSound->pResourceManagerDataSource); - } else { - result = ma_resource_manager_data_source_init_w(pEngine->pResourceManager, pConfig->pFilePathW, flags, ¬ifications, pSound->pResourceManagerDataSource); - } - - if (result != MA_SUCCESS) { - goto done; - } - - pSound->ownsDataSource = MA_TRUE; /* <-- Important. Not setting this will result in the resource manager data source never getting uninitialized. */ - - /* We need to use a slightly customized version of the config so we'll need to make a copy. */ - config = *pConfig; - config.pFilePath = NULL; - config.pFilePathW = NULL; - config.pDataSource = pSound->pResourceManagerDataSource; - - result = ma_sound_init_from_data_source_internal(pEngine, &config, pSound); - if (result != MA_SUCCESS) { - ma_resource_manager_data_source_uninit(pSound->pResourceManagerDataSource); - ma_free(pSound->pResourceManagerDataSource, &pEngine->allocationCallbacks); - MA_ZERO_OBJECT(pSound); - goto done; - } - } -done: - if (notifications.done.pFence) { ma_fence_release(notifications.done.pFence); } - return result; -} - -MA_API ma_result ma_sound_init_from_file(ma_engine* pEngine, const char* pFilePath, ma_uint32 flags, ma_sound_group* pGroup, ma_fence* pDoneFence, ma_sound* pSound) -{ - ma_sound_config config = ma_sound_config_init(); - config.pFilePath = pFilePath; - config.flags = flags; - config.pInitialAttachment = pGroup; - config.pDoneFence = pDoneFence; - return ma_sound_init_ex(pEngine, &config, pSound); -} - -MA_API ma_result ma_sound_init_from_file_w(ma_engine* pEngine, const wchar_t* pFilePath, ma_uint32 flags, ma_sound_group* pGroup, ma_fence* pDoneFence, ma_sound* pSound) -{ - ma_sound_config config = ma_sound_config_init(); - config.pFilePathW = pFilePath; - config.flags = flags; - config.pInitialAttachment = pGroup; - config.pDoneFence = pDoneFence; - return ma_sound_init_ex(pEngine, &config, pSound); -} - -MA_API ma_result ma_sound_init_copy(ma_engine* pEngine, const ma_sound* pExistingSound, ma_uint32 flags, ma_sound_group* pGroup, ma_sound* pSound) -{ - ma_result result; - ma_sound_config config; - - result = ma_sound_preinit(pEngine, pSound); - if (result != MA_SUCCESS) { - return result; - } - - if (pExistingSound == NULL) { - return MA_INVALID_ARGS; - } - - /* Cloning only works for data buffers (not streams) that are loaded from the resource manager. */ - if (pExistingSound->pResourceManagerDataSource == NULL) { - return MA_INVALID_OPERATION; - } - - /* - We need to make a clone of the data source. If the data source is not a data buffer (i.e. a stream) - the this will fail. - */ - pSound->pResourceManagerDataSource = (ma_resource_manager_data_source*)ma_malloc(sizeof(*pSound->pResourceManagerDataSource), &pEngine->allocationCallbacks); - if (pSound->pResourceManagerDataSource == NULL) { - return MA_OUT_OF_MEMORY; - } - - result = ma_resource_manager_data_source_init_copy(pEngine->pResourceManager, pExistingSound->pResourceManagerDataSource, pSound->pResourceManagerDataSource); - if (result != MA_SUCCESS) { - ma_free(pSound->pResourceManagerDataSource, &pEngine->allocationCallbacks); - return result; - } - - config = ma_sound_config_init(); - config.pDataSource = pSound->pResourceManagerDataSource; - config.flags = flags; - config.pInitialAttachment = pGroup; - - result = ma_sound_init_from_data_source_internal(pEngine, &config, pSound); - if (result != MA_SUCCESS) { - ma_resource_manager_data_source_uninit(pSound->pResourceManagerDataSource); - ma_free(pSound->pResourceManagerDataSource, &pEngine->allocationCallbacks); - MA_ZERO_OBJECT(pSound); - return result; - } - - return MA_SUCCESS; -} -#endif - -MA_API ma_result ma_sound_init_from_data_source(ma_engine* pEngine, ma_data_source* pDataSource, ma_uint32 flags, ma_sound_group* pGroup, ma_sound* pSound) -{ - ma_sound_config config = ma_sound_config_init(); - config.pDataSource = pDataSource; - config.flags = flags; - config.pInitialAttachment = pGroup; - return ma_sound_init_ex(pEngine, &config, pSound); -} - -MA_API ma_result ma_sound_init_ex(ma_engine* pEngine, const ma_sound_config* pConfig, ma_sound* pSound) -{ - ma_result result; - - result = ma_sound_preinit(pEngine, pSound); - if (result != MA_SUCCESS) { - return result; - } - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - /* We need to load the sound differently depending on whether or not we're loading from a file. */ -#ifndef MA_NO_RESOURCE_MANAGER - if (pConfig->pFilePath != NULL || pConfig->pFilePathW != NULL) { - return ma_sound_init_from_file_internal(pEngine, pConfig, pSound); - } else -#endif - { - /* - Getting here means we're not loading from a file. We may be loading from an already-initialized - data source, or none at all. If we aren't specifying any data source, we'll be initializing the - the equivalent to a group. ma_data_source_init_from_data_source_internal() will deal with this - for us, so no special treatment required here. - */ - return ma_sound_init_from_data_source_internal(pEngine, pConfig, pSound); - } -} - -MA_API void ma_sound_uninit(ma_sound* pSound) -{ - if (pSound == NULL) { - return; - } - - /* - Always uninitialize the node first. This ensures it's detached from the graph and does not return until it has done - so which makes thread safety beyond this point trivial. - */ - ma_node_uninit(pSound, &pSound->engineNode.pEngine->allocationCallbacks); - - /* Once the sound is detached from the group we can guarantee that it won't be referenced by the mixer thread which means it's safe for us to destroy the data source. */ -#ifndef MA_NO_RESOURCE_MANAGER - if (pSound->ownsDataSource) { - ma_resource_manager_data_source_uninit(pSound->pResourceManagerDataSource); - ma_free(pSound->pResourceManagerDataSource, &pSound->engineNode.pEngine->allocationCallbacks); - pSound->pDataSource = NULL; - } -#else - MA_ASSERT(pSound->ownsDataSource == MA_FALSE); -#endif -} - -MA_API ma_engine* ma_sound_get_engine(const ma_sound* pSound) -{ - if (pSound == NULL) { - return NULL; - } - - return pSound->engineNode.pEngine; -} - -MA_API ma_data_source* ma_sound_get_data_source(const ma_sound* pSound) -{ - if (pSound == NULL) { - return NULL; - } - - return pSound->pDataSource; -} - -MA_API ma_result ma_sound_start(ma_sound* pSound) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - /* If the sound is already playing, do nothing. */ - if (ma_sound_is_playing(pSound)) { - return MA_SUCCESS; - } - - /* If the sound is at the end it means we want to start from the start again. */ - if (ma_sound_at_end(pSound)) { - ma_result result = ma_data_source_seek_to_pcm_frame(pSound->pDataSource, 0); - if (result != MA_SUCCESS && result != MA_NOT_IMPLEMENTED) { - return result; /* Failed to seek back to the start. */ - } - - /* Make sure we clear the end indicator. */ - c89atomic_exchange_8(&pSound->atEnd, MA_FALSE); - } - - /* Make sure the sound is started. If there's a start delay, the sound won't actually start until the start time is reached. */ - ma_node_set_state(pSound, ma_node_state_started); - - return MA_SUCCESS; -} - -MA_API ma_result ma_sound_stop(ma_sound* pSound) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - /* This will stop the sound immediately. Use ma_sound_set_stop_time() to stop the sound at a specific time. */ - ma_node_set_state(pSound, ma_node_state_stopped); - - return MA_SUCCESS; -} - -MA_API ma_result ma_sound_set_volume(ma_sound* pSound, float volume) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - /* The volume is controlled via the output bus. */ - ma_node_set_output_bus_volume(pSound, 0, volume); - - return MA_SUCCESS; -} - -MA_API ma_result ma_sound_set_gain_db(ma_sound* pSound, float gainDB) -{ - return ma_sound_set_volume(pSound, ma_gain_db_to_factor(gainDB)); -} - -MA_API void ma_sound_set_pan(ma_sound* pSound, float pan) -{ - if (pSound == NULL) { - return; - } - - ma_panner_set_pan(&pSound->engineNode.panner, pan); -} - -MA_API void ma_sound_set_pan_mode(ma_sound* pSound, ma_pan_mode panMode) -{ - if (pSound == NULL) { - return; - } - - ma_panner_set_mode(&pSound->engineNode.panner, panMode); -} - -MA_API void ma_sound_set_pitch(ma_sound* pSound, float pitch) -{ - if (pSound == NULL) { - return; - } - - c89atomic_exchange_explicit_f32(&pSound->engineNode.pitch, pitch, c89atomic_memory_order_release); -} - -MA_API void ma_sound_set_spatialization_enabled(ma_sound* pSound, ma_bool32 enabled) -{ - if (pSound == NULL) { - return; - } - - c89atomic_exchange_explicit_8(&pSound->engineNode.isSpatializationDisabled, !enabled, c89atomic_memory_order_release); -} - -MA_API void ma_sound_set_pinned_listener_index(ma_sound* pSound, ma_uint8 listenerIndex) -{ - if (pSound == NULL || listenerIndex >= ma_engine_get_listener_count(ma_sound_get_engine(pSound))) { - return; - } - - c89atomic_exchange_explicit_8(&pSound->engineNode.pinnedListenerIndex, listenerIndex, c89atomic_memory_order_release); -} - -MA_API ma_uint8 ma_sound_get_pinned_listener_index(const ma_sound* pSound) -{ - if (pSound == NULL) { - return MA_LISTENER_INDEX_CLOSEST; - } - - return c89atomic_load_explicit_8(&pSound->engineNode.pinnedListenerIndex, c89atomic_memory_order_acquire); -} - -MA_API void ma_sound_set_position(ma_sound* pSound, float x, float y, float z) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_position(&pSound->engineNode.spatializer, x, y, z); -} - -MA_API ma_vec3f ma_sound_get_position(const ma_sound* pSound) -{ - if (pSound == NULL) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return ma_spatializer_get_position(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_direction(ma_sound* pSound, float x, float y, float z) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_direction(&pSound->engineNode.spatializer, x, y, z); -} - -MA_API ma_vec3f ma_sound_get_direction(const ma_sound* pSound) -{ - if (pSound == NULL) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return ma_spatializer_get_direction(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_velocity(ma_sound* pSound, float x, float y, float z) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_velocity(&pSound->engineNode.spatializer, x, y, z); -} - -MA_API ma_vec3f ma_sound_get_velocity(const ma_sound* pSound) -{ - if (pSound == NULL) { - return ma_vec3f_init_3f(0, 0, 0); - } - - return ma_spatializer_get_velocity(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_attenuation_model(ma_sound* pSound, ma_attenuation_model attenuationModel) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_attenuation_model(&pSound->engineNode.spatializer, attenuationModel); -} - -MA_API ma_attenuation_model ma_sound_get_attenuation_model(const ma_sound* pSound) -{ - if (pSound == NULL) { - return ma_attenuation_model_none; - } - - return ma_spatializer_get_attenuation_model(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_positioning(ma_sound* pSound, ma_positioning positioning) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_positioning(&pSound->engineNode.spatializer, positioning); -} - -MA_API ma_positioning ma_sound_get_positioning(const ma_sound* pSound) -{ - if (pSound == NULL) { - return ma_positioning_absolute; - } - - return ma_spatializer_get_positioning(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_rolloff(ma_sound* pSound, float rolloff) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_rolloff(&pSound->engineNode.spatializer, rolloff); -} - -MA_API float ma_sound_get_rolloff(const ma_sound* pSound) -{ - if (pSound == NULL) { - return 0; - } - - return ma_spatializer_get_rolloff(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_min_gain(ma_sound* pSound, float minGain) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_min_gain(&pSound->engineNode.spatializer, minGain); -} - -MA_API float ma_sound_get_min_gain(const ma_sound* pSound) -{ - if (pSound == NULL) { - return 0; - } - - return ma_spatializer_get_min_gain(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_max_gain(ma_sound* pSound, float maxGain) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_max_gain(&pSound->engineNode.spatializer, maxGain); -} - -MA_API float ma_sound_get_max_gain(const ma_sound* pSound) -{ - if (pSound == NULL) { - return 0; - } - - return ma_spatializer_get_max_gain(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_min_distance(ma_sound* pSound, float minDistance) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_min_distance(&pSound->engineNode.spatializer, minDistance); -} - -MA_API float ma_sound_get_min_distance(const ma_sound* pSound) -{ - if (pSound == NULL) { - return 0; - } - - return ma_spatializer_get_min_distance(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_max_distance(ma_sound* pSound, float maxDistance) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_max_distance(&pSound->engineNode.spatializer, maxDistance); -} - -MA_API float ma_sound_get_max_distance(const ma_sound* pSound) -{ - if (pSound == NULL) { - return 0; - } - - return ma_spatializer_get_max_distance(&pSound->engineNode.spatializer); -} - -MA_API void ma_sound_set_cone(ma_sound* pSound, float innerAngleInRadians, float outerAngleInRadians, float outerGain) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_cone(&pSound->engineNode.spatializer, innerAngleInRadians, outerAngleInRadians, outerGain); -} - -MA_API void ma_sound_get_cone(const ma_sound* pSound, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) -{ - if (pInnerAngleInRadians != NULL) { - *pInnerAngleInRadians = 0; - } - - if (pOuterAngleInRadians != NULL) { - *pOuterAngleInRadians = 0; - } - - if (pOuterGain != NULL) { - *pOuterGain = 0; - } - - ma_spatializer_get_cone(&pSound->engineNode.spatializer, pInnerAngleInRadians, pOuterAngleInRadians, pOuterGain); -} - -MA_API void ma_sound_set_doppler_factor(ma_sound* pSound, float dopplerFactor) -{ - if (pSound == NULL) { - return; - } - - ma_spatializer_set_doppler_factor(&pSound->engineNode.spatializer, dopplerFactor); -} - -MA_API float ma_sound_get_doppler_factor(const ma_sound* pSound) -{ - if (pSound == NULL) { - return 0; - } - - return ma_spatializer_get_doppler_factor(&pSound->engineNode.spatializer); -} - - -MA_API void ma_sound_set_fade_in_pcm_frames(ma_sound* pSound, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInFrames) -{ - if (pSound == NULL) { - return; - } - - ma_fader_set_fade(&pSound->engineNode.fader, volumeBeg, volumeEnd, fadeLengthInFrames); -} - -MA_API void ma_sound_set_fade_in_milliseconds(ma_sound* pSound, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInMilliseconds) -{ - if (pSound == NULL) { - return; - } - - ma_sound_set_fade_in_pcm_frames(pSound, volumeBeg, volumeEnd, (fadeLengthInMilliseconds * pSound->engineNode.fader.config.sampleRate) / 1000); -} - -MA_API float ma_sound_get_current_fade_volume(ma_sound* pSound) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - return ma_fader_get_current_volume(&pSound->engineNode.fader); -} - -MA_API void ma_sound_set_start_time_in_pcm_frames(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInFrames) -{ - if (pSound == NULL) { - return; - } - - ma_node_set_state_time(pSound, ma_node_state_started, absoluteGlobalTimeInFrames); -} - -MA_API void ma_sound_set_start_time_in_milliseconds(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInMilliseconds) -{ - if (pSound == NULL) { - return; - } - - ma_sound_set_start_time_in_pcm_frames(pSound, absoluteGlobalTimeInMilliseconds * ma_engine_get_sample_rate(ma_sound_get_engine(pSound)) / 1000); -} - -MA_API void ma_sound_set_stop_time_in_pcm_frames(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInFrames) -{ - if (pSound == NULL) { - return; - } - - ma_node_set_state_time(pSound, ma_node_state_stopped, absoluteGlobalTimeInFrames); -} - -MA_API void ma_sound_set_stop_time_in_milliseconds(ma_sound* pSound, ma_uint64 absoluteGlobalTimeInMilliseconds) -{ - if (pSound == NULL) { - return; - } - - ma_sound_set_stop_time_in_pcm_frames(pSound, absoluteGlobalTimeInMilliseconds * ma_engine_get_sample_rate(ma_sound_get_engine(pSound)) / 1000); -} - -MA_API ma_bool32 ma_sound_is_playing(const ma_sound* pSound) -{ - if (pSound == NULL) { - return MA_FALSE; - } - - return ma_node_get_state_by_time(pSound, ma_engine_get_time(ma_sound_get_engine(pSound))) == ma_node_state_started; -} - -MA_API ma_uint64 ma_sound_get_time_in_pcm_frames(const ma_sound* pSound) -{ - if (pSound == NULL) { - return 0; - } - - return ma_node_get_time(pSound); -} - -MA_API void ma_sound_set_looping(ma_sound* pSound, ma_bool8 isLooping) -{ - if (pSound == NULL) { - return; - } - - /* Looping is only a valid concept if the sound is backed by a data source. */ - if (pSound->pDataSource == NULL) { - return; - } - - c89atomic_exchange_8(&pSound->isLooping, isLooping); - - /* - This is a little bit of a hack, but basically we need to set the looping flag at the data source level if we are running a data source managed by - the resource manager, and that is backed by a data stream. The reason for this is that the data stream itself needs to be aware of the looping - requirements so that it can do seamless loop transitions. The better solution for this is to add ma_data_source_set_looping() and just call this - generically. - */ -#ifndef MA_NO_RESOURCE_MANAGER - if (pSound->pDataSource == pSound->pResourceManagerDataSource) { - ma_resource_manager_data_source_set_looping(pSound->pResourceManagerDataSource, isLooping); - } -#endif -} - -MA_API ma_bool32 ma_sound_is_looping(const ma_sound* pSound) -{ - if (pSound == NULL) { - return MA_FALSE; - } - - /* There is no notion of looping for sounds that are not backed by a data source. */ - if (pSound->pDataSource == NULL) { - return MA_FALSE; - } - - return c89atomic_load_8(&pSound->isLooping); -} - -MA_API ma_bool32 ma_sound_at_end(const ma_sound* pSound) -{ - if (pSound == NULL) { - return MA_FALSE; - } - - /* There is no notion of an end of a sound if it's not backed by a data source. */ - if (pSound->pDataSource == NULL) { - return MA_FALSE; - } - - return c89atomic_load_8(&pSound->atEnd); -} - -MA_API ma_result ma_sound_seek_to_pcm_frame(ma_sound* pSound, ma_uint64 frameIndex) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - /* Seeking is only valid for sounds that are backed by a data source. */ - if (pSound->pDataSource == NULL) { - return MA_INVALID_OPERATION; - } - - /* - Resource manager data sources are thread safe which means we can just seek immediately. However, we cannot guarantee that other data sources are - thread safe as well so in that case we'll need to get the mixing thread to seek for us to ensure we don't try seeking at the same time as reading. - */ -#ifndef MA_NO_RESOURCE_MANAGER - if (pSound->pDataSource == pSound->pResourceManagerDataSource) { - ma_result result = ma_resource_manager_data_source_seek_to_pcm_frame(pSound->pResourceManagerDataSource, frameIndex); - if (result != MA_SUCCESS) { - return result; - } - - /* Time dependant effects need to have their timers updated. */ - return ma_node_set_time(&pSound->engineNode, frameIndex); - } -#endif - - /* Getting here means the data source is not a resource manager data source so we'll need to get the mixing thread to do the seeking for us. */ - pSound->seekTarget = frameIndex; - - return MA_SUCCESS; -} - -MA_API ma_result ma_sound_get_data_format(ma_sound* pSound, ma_format* pFormat, ma_uint32* pChannels, ma_uint32* pSampleRate, ma_channel* pChannelMap, size_t channelMapCap) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - /* The data format is retrieved directly from the data source if the sound is backed by one. Otherwise we pull it from the node. */ - if (pSound->pDataSource == NULL) { - ma_uint32 channels; - - if (pFormat != NULL) { - *pFormat = ma_format_f32; - } - - channels = ma_node_get_input_channels(&pSound->engineNode, 0); - if (pChannels != NULL) { - *pChannels = channels; - } - - if (pSampleRate != NULL) { - *pSampleRate = pSound->engineNode.resampler.config.sampleRateIn; - } - - if (pChannelMap != NULL) { - ma_get_standard_channel_map(ma_standard_channel_map_default, pChannelMap, channelMapCap, channels); - } - - return MA_SUCCESS; - } else { - return ma_data_source_get_data_format(pSound->pDataSource, pFormat, pChannels, pSampleRate, pChannelMap, channelMapCap); - } -} - -MA_API ma_result ma_sound_get_cursor_in_pcm_frames(ma_sound* pSound, ma_uint64* pCursor) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - /* The notion of a cursor is only valid for sounds that are backed by a data source. */ - if (pSound->pDataSource == NULL) { - return MA_INVALID_OPERATION; - } - - return ma_data_source_get_cursor_in_pcm_frames(pSound->pDataSource, pCursor); -} - -MA_API ma_result ma_sound_get_length_in_pcm_frames(ma_sound* pSound, ma_uint64* pLength) -{ - if (pSound == NULL) { - return MA_INVALID_ARGS; - } - - /* The notion of a sound length is only valid for sounds that are backed by a data source. */ - if (pSound->pDataSource == NULL) { - return MA_INVALID_OPERATION; - } - - return ma_data_source_get_length_in_pcm_frames(pSound->pDataSource, pLength); -} - - -MA_API ma_result ma_sound_group_init(ma_engine* pEngine, ma_uint32 flags, ma_sound_group* pParentGroup, ma_sound_group* pGroup) -{ - ma_sound_group_config config = ma_sound_group_config_init(); - config.flags = flags; - config.pInitialAttachment = pParentGroup; - return ma_sound_group_init_ex(pEngine, &config, pGroup); -} - -MA_API ma_result ma_sound_group_init_ex(ma_engine* pEngine, const ma_sound_group_config* pConfig, ma_sound_group* pGroup) -{ - ma_sound_config soundConfig; - - if (pGroup == NULL) { - return MA_INVALID_ARGS; - } - - MA_ZERO_OBJECT(pGroup); - - if (pConfig == NULL) { - return MA_INVALID_ARGS; - } - - /* A sound group is just a sound without a data source. */ - soundConfig = *pConfig; - soundConfig.pFilePath = NULL; - soundConfig.pFilePathW = NULL; - soundConfig.pDataSource = NULL; - - /* - Groups need to have spatialization disabled by default because I think it'll be pretty rare - that programs will want to spatialize groups (but not unheard of). Certainly it feels like - disabling this by default feels like the right option. Spatialization can be enabled with a - call to ma_sound_group_set_spatialization_enabled(). - */ - soundConfig.flags |= MA_SOUND_FLAG_NO_SPATIALIZATION; - - return ma_sound_init_ex(pEngine, &soundConfig, pGroup); -} - -MA_API void ma_sound_group_uninit(ma_sound_group* pGroup) -{ - ma_sound_uninit(pGroup); -} - -MA_API ma_engine* ma_sound_group_get_engine(const ma_sound_group* pGroup) -{ - return ma_sound_get_engine(pGroup); -} - -MA_API ma_result ma_sound_group_start(ma_sound_group* pGroup) -{ - return ma_sound_start(pGroup); -} - -MA_API ma_result ma_sound_group_stop(ma_sound_group* pGroup) -{ - return ma_sound_stop(pGroup); -} - -MA_API ma_result ma_sound_group_set_volume(ma_sound_group* pGroup, float volume) -{ - return ma_sound_set_volume(pGroup, volume); -} - -MA_API ma_result ma_sound_group_set_gain_db(ma_sound_group* pGroup, float gainDB) -{ - return ma_sound_set_gain_db(pGroup, gainDB); -} - -MA_API void ma_sound_group_set_pan(ma_sound_group* pGroup, float pan) -{ - ma_sound_set_pan(pGroup, pan); -} - -MA_API void ma_sound_group_set_pan_mode(ma_sound_group* pGroup, ma_pan_mode panMode) -{ - ma_sound_set_pan_mode(pGroup, panMode); -} - -MA_API void ma_sound_group_set_pitch(ma_sound_group* pGroup, float pitch) -{ - ma_sound_set_pitch(pGroup, pitch); -} - -MA_API void ma_sound_group_set_spatialization_enabled(ma_sound_group* pGroup, ma_bool32 enabled) -{ - ma_sound_set_spatialization_enabled(pGroup, enabled); -} - -MA_API void ma_sound_group_set_pinned_listener_index(ma_sound_group* pGroup, ma_uint8 listenerIndex) -{ - ma_sound_set_pinned_listener_index(pGroup, listenerIndex); -} - -MA_API ma_uint8 ma_sound_group_get_pinned_listener_index(const ma_sound_group* pGroup) -{ - return ma_sound_get_pinned_listener_index(pGroup); -} - -MA_API void ma_sound_group_set_position(ma_sound_group* pGroup, float x, float y, float z) -{ - ma_sound_set_position(pGroup, x, y, z); -} - -MA_API ma_vec3f ma_sound_group_get_position(const ma_sound_group* pGroup) -{ - return ma_sound_get_position(pGroup); -} - -MA_API void ma_sound_group_set_direction(ma_sound_group* pGroup, float x, float y, float z) -{ - ma_sound_set_direction(pGroup, x, y, z); -} - -MA_API ma_vec3f ma_sound_group_get_direction(const ma_sound_group* pGroup) -{ - return ma_sound_get_direction(pGroup); -} - -MA_API void ma_sound_group_set_velocity(ma_sound_group* pGroup, float x, float y, float z) -{ - ma_sound_set_velocity(pGroup, x, y, z); -} - -MA_API ma_vec3f ma_sound_group_get_velocity(const ma_sound_group* pGroup) -{ - return ma_sound_get_velocity(pGroup); -} - -MA_API void ma_sound_group_set_attenuation_model(ma_sound_group* pGroup, ma_attenuation_model attenuationModel) -{ - ma_sound_set_attenuation_model(pGroup, attenuationModel); -} - -MA_API ma_attenuation_model ma_sound_group_get_attenuation_model(const ma_sound_group* pGroup) -{ - return ma_sound_get_attenuation_model(pGroup); -} - -MA_API void ma_sound_group_set_positioning(ma_sound_group* pGroup, ma_positioning positioning) -{ - ma_sound_set_positioning(pGroup, positioning); -} - -MA_API ma_positioning ma_sound_group_get_positioning(const ma_sound_group* pGroup) -{ - return ma_sound_get_positioning(pGroup); -} - -MA_API void ma_sound_group_set_rolloff(ma_sound_group* pGroup, float rolloff) -{ - ma_sound_set_rolloff(pGroup, rolloff); -} - -MA_API float ma_sound_group_get_rolloff(const ma_sound_group* pGroup) -{ - return ma_sound_get_rolloff(pGroup); -} - -MA_API void ma_sound_group_set_min_gain(ma_sound_group* pGroup, float minGain) -{ - ma_sound_set_min_gain(pGroup, minGain); -} - -MA_API float ma_sound_group_get_min_gain(const ma_sound_group* pGroup) -{ - return ma_sound_get_min_gain(pGroup); -} - -MA_API void ma_sound_group_set_max_gain(ma_sound_group* pGroup, float maxGain) -{ - ma_sound_set_max_gain(pGroup, maxGain); -} - -MA_API float ma_sound_group_get_max_gain(const ma_sound_group* pGroup) -{ - return ma_sound_get_max_gain(pGroup); -} - -MA_API void ma_sound_group_set_min_distance(ma_sound_group* pGroup, float minDistance) -{ - ma_sound_set_min_distance(pGroup, minDistance); -} - -MA_API float ma_sound_group_get_min_distance(const ma_sound_group* pGroup) -{ - return ma_sound_get_min_distance(pGroup); -} - -MA_API void ma_sound_group_set_max_distance(ma_sound_group* pGroup, float maxDistance) -{ - ma_sound_set_max_distance(pGroup, maxDistance); -} - -MA_API float ma_sound_group_get_max_distance(const ma_sound_group* pGroup) -{ - return ma_sound_get_max_distance(pGroup); -} - -MA_API void ma_sound_group_set_cone(ma_sound_group* pGroup, float innerAngleInRadians, float outerAngleInRadians, float outerGain) -{ - ma_sound_set_cone(pGroup, innerAngleInRadians, outerAngleInRadians, outerGain); -} - -MA_API void ma_sound_group_get_cone(const ma_sound_group* pGroup, float* pInnerAngleInRadians, float* pOuterAngleInRadians, float* pOuterGain) -{ - ma_sound_get_cone(pGroup, pInnerAngleInRadians, pOuterAngleInRadians, pOuterGain); -} - -MA_API void ma_sound_group_set_doppler_factor(ma_sound_group* pGroup, float dopplerFactor) -{ - ma_sound_set_doppler_factor(pGroup, dopplerFactor); -} - -MA_API float ma_sound_group_get_doppler_factor(const ma_sound_group* pGroup) -{ - return ma_sound_get_doppler_factor(pGroup); -} - -MA_API void ma_sound_group_set_fade_in_pcm_frames(ma_sound_group* pGroup, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInFrames) -{ - ma_sound_set_fade_in_pcm_frames(pGroup, volumeBeg, volumeEnd, fadeLengthInFrames); -} - -MA_API void ma_sound_group_set_fade_in_milliseconds(ma_sound_group* pGroup, float volumeBeg, float volumeEnd, ma_uint64 fadeLengthInMilliseconds) -{ - ma_sound_set_fade_in_milliseconds(pGroup, volumeBeg, volumeEnd, fadeLengthInMilliseconds); -} - -MA_API float ma_sound_group_get_current_fade_volume(ma_sound_group* pGroup) -{ - return ma_sound_get_current_fade_volume(pGroup); -} - -MA_API void ma_sound_group_set_start_time_in_pcm_frames(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInFrames) -{ - ma_sound_set_start_time_in_pcm_frames(pGroup, absoluteGlobalTimeInFrames); -} - -MA_API void ma_sound_group_set_start_time_in_milliseconds(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInMilliseconds) -{ - ma_sound_set_start_time_in_milliseconds(pGroup, absoluteGlobalTimeInMilliseconds); -} - -MA_API void ma_sound_group_set_stop_time_in_pcm_frames(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInFrames) -{ - ma_sound_set_stop_time_in_pcm_frames(pGroup, absoluteGlobalTimeInFrames); -} - -MA_API void ma_sound_group_set_stop_time_in_milliseconds(ma_sound_group* pGroup, ma_uint64 absoluteGlobalTimeInMilliseconds) -{ - ma_sound_set_stop_time_in_milliseconds(pGroup, absoluteGlobalTimeInMilliseconds); -} - -MA_API ma_bool32 ma_sound_group_is_playing(const ma_sound_group* pGroup) -{ - return ma_sound_is_playing(pGroup); -} - -MA_API ma_uint64 ma_sound_group_get_time_in_pcm_frames(const ma_sound_group* pGroup) -{ - return ma_sound_get_time_in_pcm_frames(pGroup); -} - #endif