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synced 2025-09-15 10:35:11 -04:00
fix OpenAL and WebAudio backends
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parent
97fcc429bf
commit
caf02d439f
43
src/Audio.c
43
src/Audio.c
@ -56,7 +56,8 @@ static void AudioWarn(cc_result res, const char* action) {
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static void AudioBase_Clear(struct AudioContext* ctx);
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static cc_bool AudioBase_AdjustSound(struct AudioContext* ctx, struct AudioData* data);
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static cc_result AudioBase_PlaySound(struct AudioContext* ctx, struct AudioData* data);
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/* achieve higher speed by playing samples at higher sample rate */
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#define Audio_AdjustSampleRate(data) ((data->sampleRate * data->rate) / 100)
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#if defined CC_BUILD_OPENAL
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/*########################################################################################################################*
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@ -294,10 +295,12 @@ cc_bool Audio_FastPlay(struct AudioContext* ctx, struct AudioData* data) {
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return true;
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}
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cc_result Audio_PlayData(struct AudioContext* ctx, struct Sound* snd, int volume) {
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cc_book ok = AudioBase_AdjustSound(ctx, snd, volume);
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if (ok) return AudioBase_PlaySound(ctx, snd, data);
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return ERR_OUT_OF_MEMORY;
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cc_result Audio_PlayData(struct AudioContext* ctx, struct AudioData* data) {
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cc_bool ok = AudioBase_AdjustSound(ctx, data);
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if (!ok) return ERR_OUT_OF_MEMORY;
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data->sampleRate = Audio_AdjustSampleRate(data);
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return AudioBase_PlaySound(ctx, data);
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}
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static const char* GetError(cc_result res) {
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@ -477,8 +480,7 @@ cc_result Audio_Poll(struct AudioContext* ctx, int* inUse) {
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*inUse = count; return res;
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}
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/* achieve higher speed by playing samples at higher sample rate */
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#define Audio_AdjustSampleRate(data) ((data->sampleRate * data->rate) / 100)
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cc_bool Audio_FastPlay(struct AudioContext* ctx, struct AudioData* data) {
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int channels = data->channels;
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@ -731,7 +733,7 @@ struct AudioContext { int contextID; };
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extern int interop_InitAudio(void);
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extern int interop_AudioCreate(void);
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extern void interop_AudioClose(int contextID);
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extern int interop_AudioPlay(int contextID, struct Sound* snd, int volume);
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extern int interop_AudioPlay(int contextID, const void* name, int volume, int rate);
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extern int interop_AudioPoll(int contetID, int* inUse);
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extern int interop_AudioDescribe(int res, char* buffer, int bufferLen);
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@ -767,10 +769,10 @@ cc_bool Audio_FastPlay(struct AudioContext* ctx, struct AudioData* data) {
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return true;
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}
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cc_result Audio_PlayData(struct AudioContext* ctx, struct Sound* snd, int volume) {
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cc_result Audio_PlayData(struct AudioContext* ctx, struct AudioData* data) {
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if (!ctx->contextID)
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ctx->contextID = interop_AudioCreate();
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return interop_AudioPlay(ctx->contextID, snd, volume);
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return interop_AudioPlay(ctx->contextID, data->data, data->volume, data->rate);
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}
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cc_bool Audio_DescribeError(cc_result res, cc_string* dst) {
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@ -1083,27 +1085,6 @@ static const struct SoundID { int group; const char* name; } sounds_list[] =
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};
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/* TODO this is a terrible solution */
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#include <emscripten/emscripten.h>
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EMSCRIPTEN_KEEPALIVE void Audio_SoundReady(const char* name, int channels, int sampleRate) {
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struct Soundboard* board = name[0] == 's' ? &stepBoard : &digBoard;
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struct SoundGroup* group;
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cc_string str = String_FromReadonly(name);
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int i, j;
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/* This awful hack is because otherwise Sounds_Play tries to play the sound with samplerate of 0 */
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for (i = 0; i < SOUND_COUNT; i++) {
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group = &board->groups[i];
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for (j = 0; j < group->count; j++) {
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if (!String_CaselessEqualsConst(&str, group->sounds[j].data)) continue;
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group->sounds[j].channels = channels;
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group->sounds[j].sampleRate = sampleRate;
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return;
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}
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}
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}
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static void InitWebSounds(void) {
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struct Soundboard* board = &stepBoard;
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struct SoundGroup* group;
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@ -713,8 +713,8 @@ mergeInto(LibraryManager.library, {
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HEAP32[inUse >> 2] = src.playing; // only 1 buffer
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return 0;
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},
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interop_AudioPlay: function(ctxID, snd, volume) {
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var nameAddr = HEAP32[(snd|0 + 8|0) >> 2];
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interop_AudioPlay: function(ctxID, snd, volume, rate) {
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var nameAddr = HEAP32[(snd|0) >> 2];
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var src = AUDIO.sources[ctxID - 1|0];
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var name = UTF8ToString(nameAddr);
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@ -728,7 +728,6 @@ mergeInto(LibraryManager.library, {
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// still downloading or failed to download this file
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var buffer = AUDIO.buffers[name];
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if (!buffer) return 0;
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var sampleRate = HEAP32[(snd|0 + 4|0) >> 2];
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try {
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if (!src.gain) src.gain = AUDIO.context.createGain();
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@ -740,8 +739,7 @@ mergeInto(LibraryManager.library, {
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src.source = AUDIO.context.createBufferSource();
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src.source.buffer = buffer;
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src.gain.gain.value = volume / 100;
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// game adjusts samplerate to playback audio faster - undo that
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src.source.playbackRate.value = sampleRate / buffer.sampleRate;
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src.source.playbackRate.value = rate / 100;
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// source -> gain -> output
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src.source.connect(src.gain);
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@ -762,8 +760,6 @@ mergeInto(LibraryManager.library, {
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var data = xhr.response;
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AUDIO.context.decodeAudioData(data, function(buffer) {
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AUDIO.buffers[name] = buffer;
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// TODO rethink this, this is a terrible solution
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Module["_Audio_SoundReady"](nameAddr, buffer.channels, buffer.sampleRate);
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});
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};
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xhr.send();
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