2024-02-28 23:14:28 +03:00

288 lines
8.9 KiB
C++

#ifndef AUDIO_AUDIO_H_
#define AUDIO_AUDIO_H_
#include <vector>
#include <memory>
#include <filesystem>
#include <glm/glm.hpp>
#include "../typedefs.h"
namespace fs = std::filesystem;
namespace audio {
using speakerid_t = int64_t;
/// @brief duration unit is second
using duration_t = float;
constexpr inline int PRIORITY_LOW = 0;
constexpr inline int PRIORITY_NORMAL = 5;
constexpr inline int PRIORITY_HIGH = 10;
class Speaker;
/// @brief Audio speaker states
enum class State {
playing,
paused,
stopped
};
/// @brief Pulse-code modulation data
struct PCM {
/// @brief May contain 8 bit and 16 bit PCM data
std::vector<char> data;
size_t totalSamples;
uint8_t channels;
uint8_t bitsPerSample;
uint sampleRate;
PCM(
std::vector<char> data,
size_t totalSamples,
uint8_t channels,
uint8_t bitsPerSample,
uint sampleRate
) : data(std::move(data)),
totalSamples(totalSamples),
channels(channels),
bitsPerSample(bitsPerSample),
sampleRate(sampleRate) {}
inline size_t countSamplesMono() const {
return totalSamples / channels;
}
inline duration_t getDuration() const {
return static_cast<duration_t>(countSamplesMono()) /
static_cast<duration_t>(sampleRate);
}
};
/// @brief PCM data streaming interface
class PCMStream {
public:
virtual ~PCMStream() {};
virtual size_t read(char* buffer, size_t bufferSize, bool loop)=0;
virtual void close()=0;
virtual size_t getTotalSamples() const=0;
virtual duration_t getTotalDuration() const=0;
virtual uint getChannels() const=0;
virtual uint getSampleRate() const=0;
virtual uint getBitsPerSample() const=0;
};
/// @brief Audio streaming interface
class Stream {
public:
virtual ~Stream() {};
/// @brief Create new speaker bound to the Stream
/// and having high priority
/// @return speaker id or 0
virtual speakerid_t createSpeaker() = 0;
/// @brief Get id of the bound speaker
/// @return speaker id or 0 if no speaker bound
virtual speakerid_t getSpeaker() const = 0;
/// @brief Update stream state (preload samples if needed)
/// @param delta time elapsed since the last update
virtual void update(double delta) = 0;
/// @brief Set playhead to the selected time
/// @param time selected time
virtual void setTime(duration_t time) = 0;
};
/// @brief Sound is an audio asset that supposed to support many
/// simultaneously playing instances with different sources.
/// So it's audio data is stored in memory.
class Sound {
public:
virtual ~Sound() {}
/// @brief Get sound duration
/// @return duration in seconds (>= 0.0)
virtual duration_t getDuration() const = 0;
/// @brief Get sound PCM data
/// @return PCM data or nullptr
virtual std::shared_ptr<PCM> getPCM() const = 0;
/// @brief Create new sound instance
/// @param priority instance priority. High priority instance can
/// take out speaker from low priority instance
/// @return new speaker with sound bound or nullptr
/// if all speakers are in use
virtual Speaker* newInstance(int priority) const = 0;
};
/// @brief Audio source controller interface
class Speaker {
public:
virtual ~Speaker() {}
/// @brief Get current speaker state
/// @return speaker state
virtual State getState() const = 0;
/// @brief Get speaker audio gain
/// @return speaker audio gain value
virtual float getVolume() const = 0;
/// @brief Set speaker audio gain (must be positive)
/// @param volume new gain value
virtual void setVolume(float volume) = 0;
/// @brief Get speaker pitch multiplier
/// @return pitch multiplier
virtual float getPitch() const = 0;
/// @brief Set speaker pitch multiplier
/// @param pitch new pitch multiplier (must be positive)
virtual void setPitch(float pitch) = 0;
/// @brief Check if speaker audio is in loop
/// @return true if audio is in loop
virtual bool isLoop() const = 0;
/// @brief Enable/disable audio loop
/// @param loop loop mode
virtual void setLoop(bool loop) = 0;
/// @brief Play, replay or resume audio
virtual void play() = 0;
/// @brief Pause playing audio and keep speaker alive
virtual void pause() = 0;
/// @brief Stop and destroy speaker
virtual void stop() = 0;
/// @brief Get current time position of playing audio
/// @return time position in seconds
virtual duration_t getTime() const = 0;
/// @brief Set playing audio time position
/// @param time time position in seconds
virtual void setTime(duration_t time) = 0;
/// @brief Set speaker 3D position in the world
/// @param pos new position
virtual void setPosition(glm::vec3 pos) = 0;
/// @brief Get speaker 3D position in the world
/// @return position
virtual glm::vec3 getPosition() const = 0;
/// @brief Set speaker movement velocity used for Doppler effect
/// @param vel velocity vector
virtual void setVelocity(glm::vec3 vel) = 0;
/// @brief Get speaker movement velocity used for Doppler effect
/// @return velocity vector
virtual glm::vec3 getVelocity() const = 0;
/// @brief Get speaker priority
/// @return speaker priority value
virtual int getPriority() const = 0;
inline bool isPaused() const {
return getState() == State::paused;
}
inline bool isStopped() const {
return getState() == State::stopped;
}
};
class Backend {
public:
virtual ~Backend() {};
virtual Sound* createSound(std::shared_ptr<PCM> pcm, bool keepPCM) = 0;
virtual void setListener(
glm::vec3 position,
glm::vec3 velocity,
glm::vec3 lookAt,
glm::vec3 up
) = 0;
virtual void update(double delta) = 0;
/// @brief Check if backend is an abstraction that does not internally
/// work with actual audio data or play anything
virtual bool isDummy() const = 0;
};
/// @brief Initialize audio system or use no audio mode
/// @param enabled try to initialize actual audio
extern void initialize(bool enabled);
/// @brief Load audio file info and PCM data
/// @param file audio file
/// @param headerOnly read header only
/// @throws std::runtime_error if I/O error ocurred or format is unknown
/// @return PCM audio data
extern PCM* loadPCM(const fs::path& file, bool headerOnly);
/// @brief Load sound from file
/// @param file audio file path
/// @param keepPCM store PCM data in sound to make it accessible with Sound::getPCM
/// @throws std::runtime_error if I/O error ocurred or format is unknown
/// @return new Sound instance
extern Sound* loadSound(const fs::path& file, bool keepPCM);
/// @brief Create new sound from PCM data
/// @param pcm PCM data
/// @param keepPCM store PCM data in sound to make it accessible with Sound::getPCM
/// @return new Sound instance
extern Sound* createSound(std::shared_ptr<PCM> pcm, bool keepPCM);
/// @brief Configure 3D listener
/// @param position listener position
/// @param velocity listener velocity (used for Doppler effect)
/// @param lookAt point the listener look at
/// @param up camera up vector
extern void setListener(
glm::vec3 position,
glm::vec3 velocity,
glm::vec3 lookAt,
glm::vec3 up
);
/// @brief Play 3D sound in the world
/// @param sound target sound
/// @param position sound world position
/// @param volume sound volume [0.0-1.0]
/// @param pitch sound pitch multiplier [0.0-...]
/// @param loop loop sound
/// @param priority sound priority
/// (PRIORITY_LOW, PRIORITY_NORMAL, PRIORITY_HIGH)
/// @return speaker id or 0
extern speakerid_t play(
Sound* sound,
glm::vec3 position,
float volume,
float pitch,
bool loop,
int priority
);
/// @brief Get speaker by id
/// @param id speaker id
/// @return speaker or nullptr
extern Speaker* get(speakerid_t id);
/// @brief Update audio streams and sound instanced
/// @param delta time elapsed since the last update (seconds)
extern void update(double delta);
/// @brief Finalize audio system
extern void close();
};
#endif // AUDIO_AUDIO_H_