Mercurial > games > semicongine
view semiconginev2/audio/mixer.nim @ 1260:08be5846b058
del: unused .gitignore file
author | sam <sam@basx.dev> |
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date | Sun, 28 Jul 2024 21:38:57 +0700 |
parents | 841e12f33c47 |
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const NBUFFERS = 32 const BUFFERSAMPLECOUNT = 256 const AUDIO_SAMPLE_RATE* = 44100 type Level* = 0'f .. 1'f Sample* = array[2, int16] SoundData* = seq[Sample] Playback = object sound: SoundData position: int loop: bool levelLeft: Level levelRight: Level paused: bool Track = object playing: Table[uint64, Playback] level: Level targetLevel: Level fadeTime: float fadeStep: float when defined(windows): include ./platform/windows when defined(linux): include ./platform/linux type Mixer* = object playbackCounter: uint64 tracks: Table[string, Track] sounds*: Table[string, SoundData] level: Level device: NativeSoundDevice lock: Lock buffers: seq[SoundData] currentBuffer: int lastUpdate: MonoTime proc initMixer(): Mixer = result = Mixer( tracks: {"": Track(level: 1'f)}.toTable, level: 1'f, ) result.lock.initLock() proc setupDevice(mixer: var Mixer) = # call this inside audio thread var bufferaddresses: seq[ptr SoundData] for i in 0 ..< NBUFFERS: mixer.buffers.add newSeq[Sample](BUFFERSAMPLECOUNT) for i in 0 ..< mixer.buffers.len: bufferaddresses.add (addr mixer.buffers[i]) mixer.device = OpenSoundDevice(AUDIO_SAMPLE_RATE, bufferaddresses) # TODO: this should probably be in the load-code-stuff # proc LoadSound*(mixer: var Mixer, name: string, resource: string) = # assert not (name in mixer.sounds) # mixer.sounds[name] = LoadAudio(resource) proc AddSound*(mixer: var Mixer, name: string, sound: SoundData) = assert not (name in mixer.sounds) mixer.sounds[name] = sound proc ReplaceSound*(mixer: var Mixer, name: string, sound: SoundData) = assert (name in mixer.sounds) mixer.sounds[name] = sound proc AddTrack*(mixer: var Mixer, name: string, level: Level = 1'f) = assert not (name in mixer.tracks) mixer.lock.withLock(): mixer.tracks[name] = Track(level: level) proc Play*(mixer: var Mixer, soundName: string, track = "", stopOtherSounds = false, loop = false, levelLeft, levelRight: Level): uint64 = assert track in mixer.tracks, &"Track '{track}' does not exists" assert soundName in mixer.sounds, soundName & " not loaded" mixer.lock.withLock(): if stopOtherSounds: mixer.tracks[track].playing.clear() mixer.tracks[track].playing[mixer.playbackCounter] = Playback( sound: mixer.sounds[soundName], position: 0, loop: loop, levelLeft: levelLeft, levelRight: levelRight, paused: false, ) result = mixer.playbackCounter inc mixer.playbackCounter proc Play*(mixer: var Mixer, soundName: string, track = "", stopOtherSounds = false, loop = false, level: Level = 1'f): uint64 = Play( mixer = mixer, soundName = soundName, track = track, stopOtherSounds = stopOtherSounds, loop = loop, levelLeft = level, levelRight = level ) proc Stop*(mixer: var Mixer) = mixer.lock.withLock(): for track in mixer.tracks.mvalues: track.playing.clear() proc GetLevel*(mixer: var Mixer): Level = mixer.level proc GetLevel*(mixer: var Mixer, track: string): Level = mixer.tracks[track].level proc GetLevel*(mixer: var Mixer, playbackId: uint64): (Level, Level) = for track in mixer.tracks.mvalues: if playbackId in track.playing: return (track.playing[playbackId].levelLeft, track.playing[playbackId].levelRight) proc SetLevel*(mixer: var Mixer, level: Level) = mixer.level = level proc SetLevel*(mixer: var Mixer, track: string, level: Level) = mixer.lock.withLock(): mixer.tracks[track].level = level proc SetLevel*(mixer: var Mixer, playbackId: uint64, levelLeft, levelRight: Level) = mixer.lock.withLock(): for track in mixer.tracks.mvalues: if playbackId in track.playing: track.playing[playbackId].levelLeft = levelLeft track.playing[playbackId].levelRight = levelRight proc SetLevel*(mixer: var Mixer, playbackId: uint64, level: Level) = SetLevel(mixer, playbackId, level, level) proc Stop*(mixer: var Mixer, track: string) = assert track in mixer.tracks mixer.lock.withLock(): mixer.tracks[track].playing.clear() proc Stop*(mixer: var Mixer, playbackId: uint64) = mixer.lock.withLock(): for track in mixer.tracks.mvalues: if playbackId in track.playing: track.playing.del(playbackId) break proc Pause*(mixer: var Mixer, value: bool) = mixer.lock.withLock(): for track in mixer.tracks.mvalues: for playback in track.playing.mvalues: playback.paused = value proc Pause*(mixer: var Mixer, track: string, value: bool) = mixer.lock.withLock(): for playback in mixer.tracks[track].playing.mvalues: playback.paused = value proc Pause*(mixer: var Mixer, playbackId: uint64, value: bool) = mixer.lock.withLock(): for track in mixer.tracks.mvalues: if playbackId in track.playing: track.playing[playbackId].paused = value proc Pause*(mixer: var Mixer) = mixer.Pause(true) proc Pause*(mixer: var Mixer, track: string) = mixer.Pause(track, true) proc Pause*(mixer: var Mixer, playbackId: uint64) = mixer.Pause(playbackId, true) proc Unpause*(mixer: var Mixer) = mixer.Pause(false) proc Unpause*(mixer: var Mixer, track: string) = mixer.Pause(track, false) proc Unpause*(mixer: var Mixer, playbackId: uint64) = mixer.Pause(playbackId, false) proc FadeTo*(mixer: var Mixer, track: string, level: Level, time: float) = mixer.tracks[track].targetLevel = level mixer.tracks[track].fadeTime = time mixer.tracks[track].fadeStep = level.float - mixer.tracks[track].level.float / time proc IsPlaying*(mixer: var Mixer): bool = mixer.lock.withLock(): for track in mixer.tracks.mvalues: for playback in track.playing.values: if not playback.paused: return true return false proc IsPlaying*(mixer: var Mixer, track: string): bool = mixer.lock.withLock(): if mixer.tracks.contains(track): for playback in mixer.tracks[track].playing.values: if not playback.paused: return true return false func applyLevel(sample: Sample, levelLeft, levelRight: Level): Sample = [int16(float(sample[0]) * levelLeft), int16(float(sample[1]) * levelRight)] func clip(value: int32): int16 = int16(max(min(int32(high(int16)), value), int32(low(int16)))) # used for combining sounds func mix(a, b: Sample): Sample = [ clip(int32(a[0]) + int32(b[0])), clip(int32(a[1]) + int32(b[1])), ] proc updateSoundBuffer(mixer: var Mixer) = let t = getMonoTime() let dt = (t - mixer.lastUpdate).inNanoseconds.float64 / 1_000_000_000'f64 mixer.lastUpdate = t # update fadings for track in mixer.tracks.mvalues: if track.fadeTime > 0: track.fadeTime -= dt track.level = (track.level.float64 + track.fadeStep.float64 * dt).clamp(Level.low, Level.high) if track.fadeTime <= 0: track.level = track.targetLevel # mix for i in 0 ..< mixer.buffers[mixer.currentBuffer].len: var mixedSample = [0'i16, 0'i16] mixer.lock.withLock(): for track in mixer.tracks.mvalues: var stoppedSounds: seq[uint64] for (id, playback) in track.playing.mpairs: if playback.paused: continue let sample = applyLevel( playback.sound[playback.position], mixer.level * track.level * playback.levelLeft, mixer.level * track.level * playback.levelRight, ) mixedSample = mix(mixedSample, sample) inc playback.position if playback.position >= playback.sound.len: if playback.loop: playback.position = 0 else: stoppedSounds.add id for id in stoppedSounds: track.playing.del(id) mixer.buffers[mixer.currentBuffer][i] = mixedSample # send data to sound device mixer.device.WriteSoundData(mixer.currentBuffer) mixer.currentBuffer = (mixer.currentBuffer + 1) mod mixer.buffers.len # DSP functions # TODO: finish implementation, one day #[ # proc lowPassFilter(data: var SoundData, cutoff: int) = let alpha = float(cutoff) / AUDIO_SAMPLE_RATE var value = data[0] for i in 0 ..< data.len: value[0] += int16(alpha * float(data[i][0] - value[0])) value[1] += int16(alpha * float(data[i][1] - value[1])) data[i] = value proc downsample(data: var SoundData, n: int) = let newLen = (data.len - 1) div n + 1 for i in 0 ..< newLen: data[i] = data[i * n] data.setLen(newLen) proc upsample(data: var SoundData, m: int) = data.setLen(data.len * m) var i = data.len - 1 while i < 0: if i mod m == 0: data[i] = data[i div m] else: data[i] = [0, 0] i.dec proc slowdown(data: var SoundData, m, n: int) = data.upsample(m) # TODO # data.lowPassFilter(m) data.downsample(n) ]# proc destroy(mixer: var Mixer) = mixer.lock.deinitLock() mixer.device.CloseSoundDevice() var mixer* = createShared(Mixer) audiothread: Thread[void] proc audioWorker() {.thread.} = mixer[].setupDevice() onThreadDestruction(proc() = mixer[].lock.withLock(mixer[].destroy()); freeShared(mixer)) while true: mixer[].updateSoundBuffer() # for thread priority (really necessary?) when defined(windows): import ./thirdparty/winim/winim/inc/winbase when defined(linux): import std/posix proc StartMixerThread() = mixer[] = initMixer() audiothread.createThread(audioWorker) debug "Created audio thread" when defined(windows): SetThreadPriority(audiothread.handle(), THREAD_PRIORITY_TIME_CRITICAL) when defined(linux): discard pthread_setschedprio(Pthread(audiothread.handle()), cint(-20))