Version 1.12

Added Numpad Keys,
Fixed ResourcePack code on Linux
Updated Sound PGEX to be compilable, but not functional on linux
This commit is contained in:
Javidx9
2019-01-03 20:10:24 +00:00
committed by GitHub
parent 6562ecc936
commit 45a7bfe32a
2 changed files with 214 additions and 30 deletions

View File

@@ -69,6 +69,16 @@
#undef min
#undef max
typedef struct {
unsigned short wFormatTag;
unsigned short nChannels;
unsigned long nSamplesPerSec;
unsigned long nAvgBytesPerSec;
unsigned short nBlockAlign;
unsigned short wBitsPerSample;
unsigned short cbSize;
} OLC_WAVEFORMATEX;
namespace olc
{
// Container class for Advanced 2D Drawing functions
@@ -84,7 +94,7 @@ namespace olc
olc::rcode LoadFromFile(std::string sWavFile, olc::ResourcePack *pack = nullptr);
public:
WAVEFORMATEX wavHeader;
OLC_WAVEFORMATEX wavHeader;
float *fSample = nullptr;
long nSamples = 0;
int nChannels = 0;
@@ -115,10 +125,10 @@ namespace olc
static void StopAll();
static float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep);
#ifdef WIN32
private:
static void CALLBACK waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2);
static void AudioThread();
#ifdef WIN32 // Windows specific sound management
static void CALLBACK waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2);
static unsigned int m_nSampleRate;
static unsigned int m_nChannels;
static unsigned int m_nBlockCount;
@@ -126,16 +136,19 @@ namespace olc
static unsigned int m_nBlockCurrent;
static short* m_pBlockMemory;
static WAVEHDR *m_pWaveHeaders;
static HWAVEOUT m_hwDevice;
static std::thread m_AudioThread;
static std::atomic<bool> m_bAudioThreadActive;
static HWAVEOUT m_hwDevice;
static std::atomic<unsigned int> m_nBlockFree;
static std::condition_variable m_cvBlockNotZero;
static std::mutex m_muxBlockNotZero;
#endif
static void AudioThread();
static std::thread m_AudioThread;
static std::atomic<bool> m_bAudioThreadActive;
static std::atomic<float> m_fGlobalTime;
static std::function<float(int, float, float)> funcUserSynth;
static std::function<float(int, float, float)> funcUserFilter;
#endif
};
}
@@ -143,14 +156,11 @@ namespace olc
#ifdef WIN32
#pragma comment(lib, "winmm.lib")
namespace olc
{
SOUND::AudioSample::AudioSample()
{
}
{ }
SOUND::AudioSample::AudioSample(std::string sWavFile, olc::ResourcePack *pack)
{
@@ -506,8 +516,162 @@ namespace olc
std::function<float(int, float, float)> SOUND::funcUserSynth = nullptr;
std::function<float(int, float, float)> SOUND::funcUserFilter = nullptr;
}
#else // Non Windows
namespace olc
{
SOUND::AudioSample::AudioSample()
{}
SOUND::AudioSample::AudioSample(std::string sWavFile, olc::ResourcePack *pack)
{
LoadFromFile(sWavFile, pack);
}
olc::rcode SOUND::AudioSample::LoadFromFile(std::string sWavFile, olc::ResourcePack *pack)
{
return olc::OK;
}
bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples)
{
return true;
}
// Stop and clean up audio system
bool SOUND::DestroyAudio()
{
return false;
}
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
// with audio data. If no requests are available it goes dormant until the sound
// card is ready for more data. The block is fille by the "user" in some manner
// and then issued to the soundcard.
void SOUND::AudioThread()
{
}
// This vector holds all loaded sound samples in memory
std::vector<olc::SOUND::AudioSample> vecAudioSamples;
// This structure represents a sound that is currently playing. It only
// holds the sound ID and where this instance of it is up to for its
// current playback
void SOUND::SetUserSynthFunction(std::function<float(int, float, float)> func)
{
funcUserSynth = func;
}
void SOUND::SetUserFilterFunction(std::function<float(int, float, float)> func)
{
funcUserFilter = func;
}
// Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID
// number is returned if successful, otherwise -1
unsigned int SOUND::LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack)
{
olc::SOUND::AudioSample a(sWavFile, pack);
if (a.bSampleValid)
{
vecAudioSamples.push_back(a);
return vecAudioSamples.size();
}
else
return -1;
}
// Add sample 'id' to the mixers sounds to play list
void SOUND::PlaySample(int id, bool bLoop)
{
olc::SOUND::sCurrentlyPlayingSample a;
a.nAudioSampleID = id;
a.nSamplePosition = 0;
a.bFinished = false;
a.bFlagForStop = false;
a.bLoop = bLoop;
SOUND::listActiveSamples.push_back(a);
}
void SOUND::StopSample(int id)
{
// Find first occurence of sample id
auto s = std::find_if(listActiveSamples.begin(), listActiveSamples.end(), [&](const olc::SOUND::sCurrentlyPlayingSample &s) { return s.nAudioSampleID == id; });
if (s != listActiveSamples.end())
s->bFlagForStop = true;
}
void SOUND::StopAll()
{
for (auto &s : listActiveSamples)
{
s.bFlagForStop = true;
}
}
float SOUND::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep)
{
// Accumulate sample for this channel
float fMixerSample = 0.0f;
for (auto &s : listActiveSamples)
{
if (m_bAudioThreadActive)
{
if (s.bFlagForStop)
{
s.bLoop = false;
s.bFinished = true;
}
else
{
// Calculate sample position
s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep);
// If sample position is valid add to the mix
if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples)
fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel];
else
{
if (s.bLoop)
{
s.nSamplePosition = 0;
}
else
s.bFinished = true; // Else sound has completed
}
}
}
else
return 0.0f;
}
// If sounds have completed then remove them
listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; });
// The users application might be generating sound, so grab that if it exists
if (funcUserSynth != nullptr)
fMixerSample += funcUserSynth(nChannel, fGlobalTime, fTimeStep);
// Return the sample via an optional user override to filter the sound
if (funcUserFilter != nullptr)
return funcUserFilter(nChannel, fGlobalTime, fMixerSample);
else
return fMixerSample;
}
std::thread SOUND::m_AudioThread;
std::atomic<bool> SOUND::m_bAudioThreadActive{ false };
std::atomic<float> SOUND::m_fGlobalTime{ 0.0f };
std::list<SOUND::sCurrentlyPlayingSample> SOUND::listActiveSamples;
std::function<float(int, float, float)> SOUND::funcUserSynth = nullptr;
std::function<float(int, float, float)> SOUND::funcUserFilter = nullptr;
}
#endif
// Currently no Linux implementation so just go blank :(
#endif