VoxelEngine/doc/en/audio.md
2025-11-07 23:05:50 +03:00

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# Audio
## Definitions
### Backend
Internal audio system implementation controlling audio output.
- NoAudio - dummy audio used on OpenAL initialize fail or if audio is disabled by the *settings.toml*: *\[audio\] enabled=false*
- ALAudio - OpenAL audio used
### Channel
Defines a sound sources category for group volume control, effects and pause.
Now the engine has following channels:
- *master* - controls other channels volume. Should not be used as a target channel when playing an audio.
- *ui* - ui elements sounds (button clicks and other)
- *regular* - world sounds, that will be paused with the game.
- *ambient* - same as *regular* but added for background and ambient sounds/streams like weather.
- *music* - music channel.
Channels are controlled by the engine and currently are not available in scripts.
### Speaker
One-time use playing audio controller for sound or stream. Speaker is destroying after stop (**stop** method call or audio track end if not looped)
> [!NOTE]
> Speaker access is performed using 64 bit integer identifiers that **will not be reused** after speaker destruction. You should avoid storing direct references and pointers instead of ID.
Speaker ID starts with 1, so 0 means audio play failure.
### Sound
Audio data loaded in memory to play multiple simultaneous instances from multiple sources. Can give access to loaded PCM data.
### PCMStream (PCM data source)
Stream used by an audio stream as an audio data source. Implementation depends on audio file format, not a backend. This interface may be used to implement network audio stream.
### Stream
Streaming audio. Not fully loading to the memory. Cannot be played via multiple speakers simultaneously.
## Formats support
- WAV: 8 and 16 bit supported (24 bit is not supported by OpenAL)
- OGG: implemented with libvorbis
## Additional information
> [!WARNING]
> **Stereo** audio played with OpenAL will ignore 3D position relative to the listener. Sounds that supposed to be played at specific world position must be **mono**
## Scripting Audio API
### Playing audio
Library **audio** contains available Audio API in Lua scripts.
```lua
audio.play_stream(
-- audio file location (without entry point, but with extension included)
name: string,
-- audio source world position
x: number, y: number, z: number,
-- audio gain (0.0 - 1.0)
volume: number
-- audio playback speed (positive number)
pitch: number,
-- [optional] channel name: regular/ambient/music/ui (default - regular)
channel: string,
-- [optional] loop stream (default - false)
loop: bool
) -> int
```
Plays streaming audio from the specified file at the specified world position. Returns speaker ID.
```lua
audio.play_stream_2d(
-- audio file location (without entry point, but with extension included)
name: string,
-- audio gain (0.0 - 1.0)
volume: number
-- audio playback speed (positive number)
pitch: number,
-- [optional] channel name: regular/ambient/music/ui (default - regular)
channel: string,
-- [optional] loop stream (default - false)
loop: bool
) -> int
```
Plays streaming audio from the specified file. Returns speaker ID.
```lua
audio.play_sound(
-- name of a loaded sound without pack prefix, "sounds/", variant number and extension
-- example: "steps/stone" to play sound loaded from "sounds/steps/stone.ogg" or any of its variant
-- variant will be randomly chosen
name: string,
-- audio source world position
x: number, y: number, z: number,
-- audio gain (0.0 - 1.0)
volume: number
-- audio playback speed (positive number)
pitch: number,
-- [optional] channel name: regular/ambient/music/ui (default - regular)
channel: string,
-- [optional] loop sound (default - false)
loop: bool
) -> int
```
Plays the specified sound on the specified position in world. Returns speaker ID.
```lua
audio.play_sound_2d(
-- name of a loaded sound without pack prefix, "sounds/", variant number and extension
-- example: "steps/stone" to play sound loaded from "sounds/steps/stone.ogg" or any of its variant
-- variant will be randomly chosen
name: string,
-- audio gain (0.0 - 1.0)
volume: number
-- audio playback speed (positive number)
pitch: number,
-- [optional] channel name: regular/ambient/music/ui (default - regular)
channel: string,
-- [optional] loop sound (default - false)
loop: bool
) -> int
```
Plays the specified sound. Returns speaker ID.
### Speaker interaction
Interaction with a non-existing or destroyed speaker will be ignored.
```lua
-- stop audio playback and destroy the speaker
audio.stop(speakerid: integer)
-- pause speaker
audio.pause(speakerid: integer)
-- unpause speaker
audio.resume(speakerid: integer)
-- set audio loop
audio.set_loop(speakerid: integer, state: bool)
-- check if audio is in loop (false if does not exists)
audio.is_loop(speakerid: integer) -> bool
-- get audio gain value (0.0 if does not exists)
audio.get_volume(speakerid: integer) -> number
-- set audio gain value
audio.set_volume(speakerid: integer, volume: number)
-- get audio playback speed (1.0 if does not exists)
audio.get_pitch(speakerid: integer) -> number
-- set audio playback speed
audio.set_pitch(speakerid: integer, pitch: number)
-- get current audio playback time in seconds (0.0 if does not exists)
audio.get_time(speakerid: integer) -> number
-- set audio playback time position in seconds
audio.set_time(speakerid: integer, time: number)
-- get audio source world position (nil if does not exists)
audio.get_position(speakerid: integer) -> number, number, number
-- set audio source world position
audio.set_position(speakerid: integer, x: number, y: number, z: number)
-- get audio source movement speed in world (nil if does not exists)
-- (OpenAL uses it for Doppler effect simulation)
audio.get_velocity(speakerid: integer) -> number, number, number
-- set audio source movement speed in world
-- (OpenAL uses it for Doppler effect simulation)
audio.set_velocity(speakerid: integer, x: number, y: number, z: number)
-- get audio duration
-- returns 0, if does not exists
-- also returns 0, if duration is unknown (example: radio)
audio.get_duration(speakerid: integer) -> number
```
### Other functions
```lua
-- get current number of alive speakers
audio.count_speakers() -> integer
-- get current number of playing streams
audio.count_streams() -> integer
```
### audio.PCMStream
```lua
-- Creating a PCM data source
local stream = audio.PCMStream(
-- Sample rate
sample_rate: integer,
-- Number of channels (1 - mono, 2 - stereo)
channels: integer,
-- Number of bits per sample (8 or 16)
bits_per_sample: integer,
)
-- Feeding PCM data into the stream
stream:feed(
-- PCM data to be fed into the stream
data: Bytearray
)
-- Publishing the PCM data source for use by the engine systems
stream:share(
-- Alias of the audio stream, which can be referenced in audio.play_stream
alias: string
)
-- Creating a sound from the PCM data in the stream
stream:create_sound(
-- Name of the created sound
name: string
)
```
### Audio Recording
```lua
-- Requests access to audio recording
-- On confirmation, the callback receives a token for use in audio.input.fetch
audio.input.request_open(callback: function(string))
-- Reads new PCM audio input data
audio.input.fetch(
-- Token obtained through audio.input.request_open
access_token: string,
-- Maximum buffer size in bytes (optional)
[optional] max_read_size: integer
)
```
### Example of Audio Generation:
```lua
-- For working with 16-bit samples, use a U16view over Bytearray
-- Example:
local max_amplitude = 32767
local sample_rate = 44100
local total_samples = sample_rate * 5 -- 5 seconds of mono
local bytes = Bytearray(total_samples * 2) -- 5 seconds of 16-bit mono
local samples = I16view(bytes)
local frequency_hz = 400
for i=1, total_samples do
local value = math.sin(i * math.pi * 2 / sample_rate * frequency_hz)
samples[i] = value * max_amplitude
end
local stream_name = "test-stream"
local stream = audio.PCMStream(sample_rate, 1, 16)
stream:feed(bytes)
stream:share(stream_name)
local volume = 1.0
local pitch = 1.0
local channel = "ui"
audio.play_stream_2d(stream_name, volume, pitch, channel)
```