Mercurial > games > semicongine
view src/semicongine/audio.nim @ 636:77358570f33b
del: unused imports
author | Sam <sam@basx.dev> |
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date | Tue, 02 May 2023 01:03:03 +0700 |
parents | 42ad7e6208e9 |
children | 36e10cc04a33 |
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import std/tables import std/locks import ./audiotypes import ./platform/audio export audiotypes type Playback = object sound: Sound position: int loop: bool levelLeft: Level levelRight: Level Track = object playing: Table[uint64, Playback] level: Level Mixer* = object playbackCounter: uint64 tracks: Table[string, Track] sounds*: Table[string, Sound] level: Level device: NativeSoundDevice lock: Lock proc loadSoundResource(resourcePath: string): Sound = assert false, "Not implemented yet" proc initMixer*(): Mixer = result = Mixer( tracks: {"": Track(level: 1'f)}.toTable, level: 1'f, device: openSoundDevice(SAMPLERATE, BUFFERSIZE), ) result.lock.initLock() proc loadSound*(mixer: var Mixer, name: string, resource: string) = assert not (name in mixer.sounds) mixer.sounds[name] = loadSoundResource(resource) proc addSound*(mixer: var Mixer, name: string, sound: Sound) = assert not (name in mixer.sounds) mixer.sounds[name] = sound proc replaceSound*(mixer: var Mixer, name: string, sound: Sound) = assert (name in mixer.sounds) mixer.sounds[name] = sound proc addTrack*(mixer: var Mixer, name: string) = assert not (name in mixer.tracks) mixer.lock.withLock(): mixer.tracks[name] = Track(level: 1'f) proc play*(mixer: var Mixer, soundName: string, track="", stopOtherSounds=false, loop=false, levelLeft, levelRight: Level): uint64 = assert track in mixer.tracks assert soundName in mixer.sounds 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 ) 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 isPlaying*(mixer: var Mixer): bool = mixer.lock.withLock(): for track in mixer.tracks.mvalues: if track.playing.len > 0: return true return false func applyLevel(sample: Sample, levelLeft, levelRight: Level): Sample = (int16(float(sample[0]) * levelLeft), int16(float(sample[1]) * levelRight)) func mix(a, b: Sample): Sample = var left = int32(a[0]) + int32(b[0]) right = int32(a[1]) + int32(b[1]) left = max(min(int32(high(int16)), left), int32(low(int16))) right = max(min(int32(high(int16)), right), int32(low(int16))) (int16(left), int16(right)) proc updateSoundBuffer(mixer: var Mixer) = # mix var buffer = newSeq[Sample](BUFFERSIZE) for i in 0 ..< buffer.len: var currentSample = (0'i16, 0'i16) mixer.lock.withLock(): for track in mixer.tracks.mvalues: var stoppedSounds: seq[uint64] for (id, playback) in track.playing.mpairs: let sample = applyLevel( playback.sound[][playback.position], mixer.level * track.level * playback.levelLeft, mixer.level * track.level * playback.levelRight, ) currentSample = mix(currentSample, 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) buffer[i] = currentSample # send data to sound device mixer.device.updateSoundBuffer(buffer) proc destroy*(mixer: var Mixer) = mixer.lock.deinitLock() mixer.device.closeSoundDevice() # Threaded implementation, usually used for audio var mixer* = createShared(Mixer) proc audioWorker() {.thread.} = onThreadDestruction(proc() = mixer[].lock.withLock(mixer[].destroy()); freeShared(mixer)) while true: mixer[].updateSoundBuffer() proc startMixerThread*() = mixer[] = initMixer() var audiothread: Thread[void] audiothread.createThread(audioWorker)