142 lines
5.7 KiB
C
142 lines
5.7 KiB
C
#ifndef CC_AUDIO_H
|
|
#define CC_AUDIO_H
|
|
#include "Core.h"
|
|
/* Manages playing sound and music.
|
|
Copyright 2014-2025 ClassiCube | Licensed under BSD-3
|
|
*/
|
|
CC_BEGIN_HEADER
|
|
|
|
struct IGameComponent;
|
|
extern struct IGameComponent Audio_Component;
|
|
struct AudioContext;
|
|
|
|
#ifdef CC_BUILD_WEBAUDIO
|
|
#define DEFAULT_SOUNDS_VOLUME 0
|
|
#else
|
|
#define DEFAULT_SOUNDS_VOLUME 100
|
|
#endif
|
|
|
|
#ifdef CC_BUILD_NOMUSIC
|
|
#define DEFAULT_MUSIC_VOLUME 0
|
|
#else
|
|
#define DEFAULT_MUSIC_VOLUME 100
|
|
#endif
|
|
|
|
union AudioChunkMeta { void* ptr; cc_uintptr val; };
|
|
struct AudioChunk {
|
|
void* data; /* the raw 16 bit integer samples */
|
|
cc_uint32 size;
|
|
union AudioChunkMeta meta;
|
|
};
|
|
|
|
struct AudioData {
|
|
struct AudioChunk chunk;
|
|
int channels;
|
|
int sampleRate; /* frequency / sample rate */
|
|
int volume; /* volume data played at (100 = normal volume) */
|
|
int rate; /* speed/pitch played at (100 = normal speed) */
|
|
};
|
|
|
|
/* Volume sounds are played at, from 0-100. */
|
|
/* NOTE: Use Audio_SetSounds, don't change this directly. */
|
|
extern int Audio_SoundsVolume;
|
|
/* Volume music is played at, from 0-100. */
|
|
/* NOTE: Use Audio_SetMusic, don't change this directly. */
|
|
extern int Audio_MusicVolume;
|
|
extern const cc_string Sounds_ZipPathMC;
|
|
extern const cc_string Sounds_ZipPathCC;
|
|
|
|
void Audio_SetMusic(int volume);
|
|
void Audio_SetSounds(int volume);
|
|
void Audio_PlayDigSound(cc_uint8 type);
|
|
void Audio_PlayStepSound(cc_uint8 type);
|
|
#define AUDIO_MAX_BUFFERS 4
|
|
|
|
cc_bool AudioBackend_Init(void);
|
|
void AudioBackend_Tick(void);
|
|
void AudioBackend_Free(void);
|
|
void AudioBackend_LoadSounds(void);
|
|
|
|
#define AUDIO_USAGE_BUFFER 0x01
|
|
#define AUDIO_USAGE_STREAM 0x02
|
|
|
|
/* Initialises an audio context. */
|
|
cc_result Audio_Init(struct AudioContext* ctx, int buffers);
|
|
/* Stops any playing audio and then frees the audio context. */
|
|
void Audio_Close(struct AudioContext* ctx);
|
|
/* Sets the volume audio data is played at */
|
|
void Audio_SetVolume(struct AudioContext* ctx, int volume);
|
|
|
|
/* Outputs more detailed information about errors with audio. */
|
|
cc_bool Audio_DescribeError(cc_result res, cc_string* dst);
|
|
/* Allocates a group of chunks of data to store audio samples */
|
|
cc_result Audio_AllocChunks(cc_uint32 size, struct AudioChunk* chunks, int numChunks);
|
|
/* Frees a previously allocated group of chunks of data */
|
|
void Audio_FreeChunks(struct AudioChunk* chunks, int numChunks);
|
|
|
|
extern struct AudioContext music_ctx;
|
|
void Audio_Warn(cc_result res, const char* action);
|
|
|
|
cc_result AudioPool_Play(struct AudioData* data);
|
|
void AudioPool_Close(void);
|
|
|
|
|
|
/*########################################################################################################################*
|
|
*------------------------------------------------------Stream context-----------------------------------------------------*
|
|
*#########################################################################################################################*/
|
|
/* Sets the format of the audio data to be played. */
|
|
/* NOTE: Changing the format can be expensive, depending on the backend. */
|
|
cc_result StreamContext_SetFormat(struct AudioContext* ctx, int channels, int sampleRate, int playbackRate);
|
|
/* Queues the given audio chunk for playing. */
|
|
/* NOTE: You MUST ensure StreamContext_Update indicates a buffer is free before calling this. */
|
|
/* NOTE: Some backends directly read from the chunk data - therefore you MUST NOT modify it */
|
|
cc_result StreamContext_Enqueue(struct AudioContext* ctx, struct AudioChunk* chunk);
|
|
/* Begins playing audio. StreamContext_Enqueue must have been used before this. */
|
|
cc_result StreamContext_Play(struct AudioContext* ctx);
|
|
/* Temporarily pauses playing audio. Can be resumed again using StreamContext_Play. */
|
|
cc_result StreamContext_Pause(struct AudioContext* ctx);
|
|
/* Updates the audio context and then potentially unqueues buffer */
|
|
/* Returns the number of buffers in use (i.e. being played or queued to play) */
|
|
/* (e.g. if inUse is 0, no audio buffers are being played or queued) */
|
|
cc_result StreamContext_Update(struct AudioContext* ctx, int* inUse);
|
|
|
|
|
|
/*########################################################################################################################*
|
|
*------------------------------------------------------Sound context------------------------------------------------------*
|
|
*#########################################################################################################################*/
|
|
/* Whether the given audio data can be played without recreating the underlying audio device */
|
|
cc_bool SoundContext_FastPlay(struct AudioContext* ctx, struct AudioData* data);
|
|
/* Plays the given audio data */
|
|
cc_result SoundContext_PlayData(struct AudioContext* ctx, struct AudioData* data);
|
|
/* Polls the audio context and then potentially unqueues internal buffers */
|
|
/* Returns whether the audio context is currently playing audio */
|
|
cc_result SoundContext_PollBusy(struct AudioContext* ctx, cc_bool* isBusy);
|
|
|
|
|
|
/*########################################################################################################################*
|
|
*---------------------------------------------------------Sounds---------------------------------------------------------*
|
|
*#########################################################################################################################*/
|
|
enum SoundType {
|
|
SOUND_NONE, SOUND_WOOD, SOUND_GRAVEL, SOUND_GRASS,
|
|
SOUND_STONE, SOUND_METAL, SOUND_GLASS, SOUND_CLOTH,
|
|
SOUND_SAND, SOUND_SNOW, SOUND_COUNT
|
|
};
|
|
extern const char* const Sound_Names[SOUND_COUNT];
|
|
|
|
#define AUDIO_MAX_SOUNDS 10
|
|
struct Sound {
|
|
int channels, sampleRate;
|
|
struct AudioChunk chunk;
|
|
};
|
|
struct SoundGroup {
|
|
int count;
|
|
struct Sound sounds[AUDIO_MAX_SOUNDS];
|
|
};
|
|
struct Soundboard { struct SoundGroup groups[SOUND_COUNT]; };
|
|
|
|
extern struct Soundboard digBoard, stepBoard;
|
|
void Sounds_LoadDefault(void);
|
|
|
|
CC_END_HEADER
|
|
#endif
|