Commit Graph

20 Commits

Author SHA1 Message Date
David Reid d2cffd18d6 Add support for streaming data sources.
A streaming data source keeps in memory only two pages of audio data
and dynamically loads data from a background thread. It is essentially
a double buffering system - as one page is playing, the other is being
loaded by the async thread.

The size of a single page is defined by the following macro:

    MA_RESOURCE_MANAGER_PAGE_SIZE_IN_MILLISECONDS

By default this is currently set to 1 second of audio data. This means
each page has 1 second to load which should be plenty of time. If you
need additional time, the only way to do it is increase the size of the
page by changing the value of the above macro.
2020-06-14 10:39:41 +10:00
David Reid 33aec2fcf9 Clean up and bug fixes to the resource manager.
* ma_resource_manager_uninit() has been implemented.
  * Bug fixes and inserting and removing data buffers from the BST.
  * Some old experimental code has been removed.
  * Minor whitespace clean up.
2020-06-13 10:40:04 +10:00
David Reid 96da8dd4bd Add ma_swap_endian_uint32() in preparation for future work. 2020-06-13 09:19:36 +10:00
David Reid 373234255a Add ma_decode_from_vfs(). 2020-06-13 09:15:47 +10:00
David Reid f38dcab0f2 Rename data nodes to data buffers in the resource manager. 2020-06-13 08:44:15 +10:00
David Reid 213ee9dc52 Introduce paged decoding to the resource manager in the high level API.
This enables early playback of the sound while the remainder of the
sound is loaded in the background. When the first page is loaded, the
sound can start playback. While it's playing, the rest of the sound is
loaded in a background thread. In addition, sounds no longer need to
wait for every sound prior to it in the queue to fully decode before it
is able to start - it only needs to wait for the first page of each of
the queued sounds to decode. This enables much fairer prioritization of
asynchronously loaded sounds.

This paged decoding system is *not* a true streaming solution for long
sounds. Support for true streaming will be added in future commits.
This commit is only concerned with filling in-memory buffers containing
the whole sound in an asynchronous manner.
2020-06-12 21:47:49 +10:00
David Reid 8734e8f578 Work in progress on the new high level API.
* Early work on asynchronously decoding into a memory buffer. This is
    just an early implementation - there are still issues needing to be
    figured out. In particular, sounds do not automatically start until
    the entire file has been decoded. It would be good if they could
    start as soon as the first second or so of data has been decoded.
2020-06-10 22:07:16 +10:00
David Reid 95ded1d57c Fix sound uninitialization. 2020-06-07 15:33:49 +10:00
David Reid ce4d4b359f More work on the new high level API:
* Implement the notion of a virtual file system (VFS) which is used
    by the resource manager for loading sound files. The idea is that
    the application can implement these to support loading from custom
    packages, archives, etc.
  * Add a helper API for decoding a file from a VFS and a file name.
  * Add some symbols representing allocation types. These are not
    currently used, but I've added them in preparation for changes to
    the allocation callbacks. The idea is that an allocation type will
    be passed to the callbacks to give the allocator better intel as to
    what it's allocating which will give it a chance to optimize.
  * Add some placeholders for flags for controlling how to load a data
    source. Currently only MA_DATA_SOURCE_FLAG_DECODE is implemented
    which is used to indicate to the resource manager that it should
    store the decoded contents of the sound file in memory rather than
    the raw (encoded) file data.
  * Support has been added to the resource manager to load audio data
    into memory rather than naively reading straight from disk. This
    eliminates file IO from the audio thread, but comes at the expense
    of extra memory usage. Support for streaming is not implemented as
    of this commit. Early (largely untested) work has been implemented
    to avoid loading sound files multiple times. This is a simple ref
    count system for now, with hashed files paths being used for the
    key into a binary search tree. The BST is not fully tested and
    likely has bugs which will be ironed out in future commits.
  * Support has been added for configuring the stereo pan effect. Most
    audio engines use a simple balancing technique to implement the
    pan effect, but a true pan should "move" one side to the other
    rather than just simply making one side quieter. With this commit,
    the ma_panner effect can support both modes. The default mode will
    be set to ma_pan_mode_balance which is just a simple balancing and
    is consistent with most other audio engines. A true pan can be used
    by setting the mode to ma_pan_mode_pan.
2020-06-07 12:09:39 +10:00
David Reid b287d94fe8 Rename some functions for consistency. 2020-06-03 21:25:57 +10:00
David Reid fe06814325 Don't do filtering when pitch shifting for now.
This may be changed back to a first order LPF later on.
2020-06-03 20:50:44 +10:00
David Reid 31f08287da Have decoders use their native channel count in the high level API.
This is required so we can do different spatialization logic depending
on the channel count of the audio source.
2020-06-03 17:01:39 +10:00
David Reid cc8201738b Optimization to stereo panner. 2020-06-01 20:47:34 +10:00
David Reid 4d5433ae58 Use first order LPF for pitch shifting by default.
There is a bug that's causing glitches which appears to be something to
do with the second order LPF.
2020-06-01 20:38:37 +10:00
David Reid 1c26893930 Add initial implementation of stereo panning to the ma_engine API.
This currently only supports f32, but support for more formats will be
coming soon.
2020-05-31 23:54:29 +10:00
David Reid f4b0b271cd More work on the new engine API.
* Initial work on infrastructure for spatialization, panning and
    pitch shifting.
  * Add ma_engine_sound_set_pitch()

Spatialization and panning is not yet implemented, but pitch shifting
should now be working.
2020-05-31 23:14:59 +10:00
David Reid 3a62d44959 Work on changes to the effect API. 2020-05-31 07:03:14 +10:00
David Reid 105d016e69 Updates to the new ma_engine API.
* The engine will now auto-start by default. This can be changed in
    the config by setting `noAutoStart` to true.

  * Initial implementation of ma_engine_play_sound() which can be used
    for fire-and-forget playback of sounds.

  * Add ma_engine_sound_at_end() for querying whether or not a sound
    has reached the end. The at-end flag is set atomically and
    locklessly in the mixing thread.
2020-05-30 13:56:41 +10:00
David Reid 077ae13157 Clarify some wording. 2020-05-28 22:36:34 +10:00
David Reid 046bc0d7c6 Add initial experimental work on the ma_engine API. 2020-05-28 21:25:39 +10:00