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200 lines
8.5 KiB
C
200 lines
8.5 KiB
C
/*
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Demonstrates how you can use the resource manager to manage loaded sounds.
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The resource manager can be used to create a data source whose resources are managed internally by miniaudio. The data
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sources can then be read just like any other data source such as decoders and audio buffers.
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In this example we use the resource manager independently of the `ma_engine` API so that we can demonstrate how it can
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be used by itself without getting it confused with `ma_engine`. Audio data is mixed using the `ma_mixer` API, but you
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can also use data sources with `ma_data_source_read_pcm_frames()` in the same way we do in the simple_looping example.
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The main feature of the resource manager is the ability to decode and stream audio data asynchronously. Asynchronicity
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is achieved with a job system. The resource manager will issue jobs which are processed by a configurable number of job
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threads. You can also implement your own custom job threads which this example also demonstrates.
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In this example we show how you can create a data source, mix them with other data sources, configure the number of job
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threads to manage internally and how to implement your own custom job thread.
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*/
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#define MA_NO_ENGINE /* We're intentionally not using the ma_engine API here. */
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#define MINIAUDIO_IMPLEMENTATION
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#include "../../miniaudio.h"
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#include "../ma_engine.h"
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static ma_mixer g_mixer;
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static ma_resource_manager_data_source g_dataSources[16];
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static ma_uint32 g_dataSourceCount;
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void data_callback(ma_device* pDevice, void* pOutput, const void* pInput, ma_uint32 frameCount)
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{
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/* In this example we're just going to play our data sources layered on top of each other. */
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ma_uint32 framesProcessed = 0;
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while (framesProcessed < frameCount) {
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ma_uint64 frameCountIn;
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ma_uint64 frameCountOut = (frameCount - framesProcessed);
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ma_mixer_begin(&g_mixer, NULL, &frameCountOut, &frameCountIn);
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{
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size_t iDataSource;
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for (iDataSource = 0; iDataSource < g_dataSourceCount; iDataSource += 1) {
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ma_mixer_mix_data_source(&g_mixer, &g_dataSources[iDataSource], frameCountIn, 1, NULL, MA_TRUE);
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}
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}
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ma_mixer_end(&g_mixer, NULL, ma_offset_ptr(pOutput, framesProcessed * ma_get_bytes_per_frame(pDevice->playback.format, pDevice->playback.channels)));
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framesProcessed += (ma_uint32)frameCountOut; /* Safe cast. */
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}
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(void)pInput;
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}
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static ma_thread_result MA_THREADCALL custom_job_thread(void* pUserData)
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{
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ma_resource_manager* pResourceManager = (ma_resource_manager*)pUserData;
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MA_ASSERT(pResourceManager != NULL);
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for (;;) {
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ma_result result;
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ma_job job;
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/*
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Retrieve a job from the queue first. This defines what it is you're about to do. By default this will be
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blocking. You can initialize the resource manager with MA_RESOURCE_MANAGER_FLAG_NON_BLOCKING to not block in
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which case MA_NO_DATA_AVAILABLE will be returned if no jobs are available.
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*/
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result = ma_resource_manager_next_job(pResourceManager, &job);
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if (result != MA_SUCCESS) {
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break;
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}
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/*
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Terminate if we got a quit message. You don't need to terminate like this, but's a bit more robust. You can
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just use a global variable or something similar if it's easier for you particular situation. The quit job
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remains in the queue and will continue to be returned by future calls to ma_resource_manager_next_job(). The
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reason for this is to give every job thread visibility to the quit job so they have a chance to exit.
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*/
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if (job.toc.code == MA_JOB_QUIT) {
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printf("CUSTOM JOB THREAD TERMINATING... ");
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break;
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}
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/* Call ma_resource_manager_process_job() to actually do the work to process the job. */
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printf("PROCESSING IN CUSTOM JOB THREAD: %d\n", job.toc.code);
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ma_resource_manager_process_job(pResourceManager, &job);
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}
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printf("TERMINATED\n");
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return (ma_thread_result)0;
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}
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int main(int argc, char** argv)
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{
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ma_result result;
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ma_device_config deviceConfig;
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ma_device device;
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ma_resource_manager_config resourceManagerConfig;
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ma_resource_manager resourceManager;
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ma_mixer_config mixerConfig;
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ma_thread jobThread;
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int iFile;
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deviceConfig = ma_device_config_init(ma_device_type_playback);
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deviceConfig.dataCallback = data_callback;
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deviceConfig.pUserData = NULL;
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result = ma_device_init(NULL, &deviceConfig, &device);
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if (result != MA_SUCCESS) {
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printf("Failed to initialize device.");
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return -1;
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}
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/*
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Before starting the device we'll need to initialize the mixer. If we don't do this first, the data callback will be
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fired and will try to use the mixer without it being initialized.
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*/
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mixerConfig = ma_mixer_config_init(device.playback.format, device.playback.channels, 1024, NULL, NULL);
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result = ma_mixer_init(&mixerConfig, &g_mixer);
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if (result != MA_SUCCESS) {
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ma_device_uninit(&device);
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printf("Failed to initialize mixer.");
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return -1;
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}
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/* We can start the device before loading any sounds. We'll just end up outputting silence. */
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result = ma_device_start(&device);
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if (result != MA_SUCCESS) {
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ma_device_uninit(&device);
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printf("Failed to start device.");
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return -1;
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}
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/*
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We have the device so now we want to initialize the resource manager. We'll use the resource manager to load some
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sounds based on the command line.
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*/
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resourceManagerConfig = ma_resource_manager_config_init(
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device.playback.format,
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device.playback.channels,
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device.sampleRate,
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NULL);
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/* Create this number of job threads to be managed internally. Set this to 0 if you want to self-manage your job threads */
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resourceManagerConfig.jobThreadCount = 4;
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result = ma_resource_manager_init(&resourceManagerConfig, &resourceManager);
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if (result != MA_SUCCESS) {
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ma_device_uninit(&device);
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printf("Failed to initialize the resource manager.");
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return -1;
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}
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/*
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Now that we have a resource manager we can set up our custom job thread. This is optional. Normally when doing self-managed job threads
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you would set the internal job thread count to zero. We're doing both internal and self-managed job threads in this example just for
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demonstration purposes.
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*/
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ma_thread_create(&jobThread, ma_thread_priority_default, 0, custom_job_thread, &resourceManager);
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/* Create each data source from the resource manager. Note that the caller is the owner. */
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for (iFile = 0; iFile < ma_countof(g_dataSources) && iFile < argc-1; iFile += 1) {
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result = ma_resource_manager_data_source_init(&resourceManager, argv[iFile+1], MA_DATA_SOURCE_FLAG_DECODE | MA_DATA_SOURCE_FLAG_ASYNC /*| MA_DATA_SOURCE_FLAG_STREAM*/, &g_dataSources[iFile]);
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if (result != MA_SUCCESS) {
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break;
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}
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g_dataSourceCount += 1;
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}
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printf("Press Enter to quit...");
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getchar();
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/* Teardown. */
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/* Uninitialize the device first to ensure the data callback is stopped and doesn't try to access any data sources. */
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ma_device_uninit(&device);
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/*
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Before uninitializing the resource manager we need to make sure a quit event has been posted to ensure we can get out of our custom thread. The
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call to ma_resource_manager_uninit() will also do this, but we need to call it explicitly so that our thread can exit naturally. You only need
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to post a quit job if you're using that as the exit indicator. You can instead use whatever variable you want to terminate your job thread, but
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since this example is using a quit job we need to post one.
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*/
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ma_resource_manager_post_job_quit(&resourceManager);
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ma_thread_wait(&jobThread); /* Wait for the custom job thread to finish before uninitializing the resource manager. */
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/* Our data sources need to be explicitly uninitialized. ma_resource_manager_uninit() will not do it for us. */
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for (iFile = 0; (size_t)iFile < g_dataSourceCount; iFile += 1) {
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ma_resource_manager_data_source_uninit(&resourceManager, &g_dataSources[iFile]);
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}
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/* Uninitialize the resource manager after each data source. */
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ma_resource_manager_uninit(&resourceManager);
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/* We're uninitializing the mixer last, but it doesn't really matter when it's done, so long as it's after the device has been stopped/uninitialized. */
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ma_mixer_uninit(&g_mixer);
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return 0;
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}
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