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handmade_audio.cpp
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261 lines (215 loc) · 10.5 KB
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internal void
ChangeVolume(playing_sound* PlayingSound, v2 TargetVolumn, r32 ChangeInSeconds) {
TIMED_FUNCTION();
if (PlayingSound) {
if (ChangeInSeconds <= 0.0f) {
PlayingSound->CurrentVolume = PlayingSound->TargetVolume = TargetVolumn;
}
else {
r32 OneOverChange = 1.0f / ChangeInSeconds;
PlayingSound->TargetVolume = TargetVolumn;
PlayingSound->dVolume = OneOverChange * (TargetVolumn - PlayingSound->CurrentVolume);
}
}
}
#define OutputChannelCount 2
internal void
OutputPlayingSounds(audio_state* AudioState, game_sound_output_buffer* SoundBuffer, game_assets* Assets, memory_arena* TempArena) {
TIMED_FUNCTION();
temporary_memory MixMemory = BeginTemporaryMemory(TempArena);
u32 GenerationID = BeginGeneration(Assets);
u32 ChunkCount = (u32)(SoundBuffer->SampleCount / 4.0f);
__m128* RealChannel0 = PushArray(TempArena, ChunkCount, __m128, AlignNoClear(16));
__m128* RealChannel1 = PushArray(TempArena, ChunkCount, __m128, AlignNoClear(16));
// clear the channel to 0
u32 SamplesPerSecond = SoundBuffer->SamplesPerSecond;
r32 SecondsPerSamples = 1.0f / SamplesPerSecond;
__m128 Zero = _mm_set1_ps(0);
__m128 One = _mm_set1_ps(1.0f);
{
__m128* Dest0 = RealChannel0;
__m128* Dest1 = RealChannel1;
for (u32 SampleIndex = 0; SampleIndex < ChunkCount; ++SampleIndex) {
_mm_store_ps((float*)Dest0++, Zero);
_mm_store_ps((float*)Dest1++, Zero);
}
}
for (playing_sound** PlayingSoundPtr = &AudioState->FirstPlayingSound; *PlayingSoundPtr;) {
playing_sound* PlayingSound = *PlayingSoundPtr;
b32 SoundFinished = false;
u32 TotalChunkToMix = ChunkCount;
__m128* Dest0 = (__m128*)RealChannel0;
__m128* Dest1 = (__m128*)RealChannel1;
v2 MasterVolume = AudioState->MasterVolume;
while (TotalChunkToMix && !SoundFinished) {
//todo
loaded_sound* LoadedSound = GetSound(Assets, PlayingSound->ID, GenerationID);
if (LoadedSound) {
sound_id NextSoundID = GetNextSoundInChain(Assets, PlayingSound->ID);
PrefetchSound(Assets, NextSoundID);
v2 Volume = PlayingSound->CurrentVolume;
v2 dVolume = PlayingSound->dVolume * SecondsPerSamples;
v2 dVolumeChunk = dVolume * 4.0f;
// channel 0
__m128 MasterVolume0 = _mm_set1_ps(AudioState->MasterVolume.E[0]);
__m128 Volume0 = _mm_setr_ps(
Volume.E[0] + 0 * dVolume.E[0],
Volume.E[0] + 1.0f * dVolume.E[0],
Volume.E[0] + 2.0f * dVolume.E[0],
Volume.E[0] + 3.0f * dVolume.E[0]
);
__m128 dVolume0 = _mm_set1_ps(dVolume.E[0]);
__m128 dVolumeChunk0 = _mm_set1_ps(dVolumeChunk.E[0]);
// Channel 1
__m128 MasterVolume1 = _mm_set1_ps(AudioState->MasterVolume.E[1]);
__m128 Volume1 = _mm_setr_ps(
Volume.E[1] + 0 * dVolume.E[1],
Volume.E[1] + 1.0f * dVolume.E[1],
Volume.E[1] + 2.0f * dVolume.E[1],
Volume.E[1] + 3.0f * dVolume.E[1]
);
__m128 dVolume1 = _mm_set1_ps(dVolume.E[1]);
__m128 dVolumeChunk1 = _mm_set1_ps(dVolumeChunk.E[1]);
Assert(PlayingSound->SamplesPlayed >= 0);
r32 dSample = PlayingSound->dSample;
r32 dSampleChunk = 4.0f * dSample;
u32 ChunkToMix = TotalChunkToMix;
r32 RealChunkRemainingInSound =
((LoadedSound->SampleCount) - RoundReal32ToUInt32(PlayingSound->SamplesPlayed)) / dSampleChunk;
u32 ChunkRemainingInSound = RoundReal32ToUInt32(RealChunkRemainingInSound);
b32 InputSampleEnded = false;
if (ChunkToMix > ChunkRemainingInSound) {
ChunkToMix = ChunkRemainingInSound;
InputSampleEnded = true;
}
u32 VolumeEndedAt[OutputChannelCount] = {};
for (u32 ChannelIndex = 0; ChannelIndex < ArrayCount(VolumeEndedAt); ++ChannelIndex) {
if (dVolumeChunk.E[ChannelIndex] != 0.0f) {
r32 DeltaVolume = PlayingSound->TargetVolume.E[ChannelIndex] - Volume.E[ChannelIndex];
u32 VolumeChunkCount = (u32)((DeltaVolume / dVolumeChunk.E[ChannelIndex]) + 0.5f);
if (VolumeChunkCount < ChunkToMix) {
ChunkToMix = VolumeChunkCount;
VolumeEndedAt[ChannelIndex] = VolumeChunkCount;
}
}
}
r32 BeginSamplePosition = PlayingSound->SamplesPlayed;
r32 EndSamplePosition = PlayingSound->SamplesPlayed + ChunkToMix * dSampleChunk;
r32 LoopIndexC = (EndSamplePosition - BeginSamplePosition) / (r32)ChunkToMix;
for (u32 SampleIndex = 0; SampleIndex < ChunkToMix; ++SampleIndex) {
r32 SamplePosition = BeginSamplePosition + LoopIndexC * SampleIndex;
#if 0
__m128 SampleValue = _mm_setr_ps(LoadedSound->Samples[0][RoundReal32ToUInt32(SamplePosition + dSample)],
LoadedSound->Samples[0][RoundReal32ToUInt32(SamplePosition + 1.0f * dSample)],
LoadedSound->Samples[0][RoundReal32ToUInt32(SamplePosition + 2.0f * dSample)],
LoadedSound->Samples[0][RoundReal32ToUInt32(SamplePosition + 3.0f * dSample)]);
#else
__m128 SamplePos = _mm_setr_ps(SamplePosition + 0.0f * dSample, SamplePosition + 1.0f * dSample, SamplePosition + 2.0f * dSample, SamplePosition + 3.0f * dSample);
__m128i FloorSamplePos = _mm_cvttps_epi32(SamplePos);
__m128 Frac = _mm_sub_ps(SamplePos, _mm_cvtepi32_ps(FloorSamplePos));
__m128 SampleValue0 = _mm_setr_ps((r32)LoadedSound->Samples[0][((s32*)&FloorSamplePos)[0]],
(r32)LoadedSound->Samples[0][((s32*)&FloorSamplePos)[1]],
(r32)LoadedSound->Samples[0][((s32*)&FloorSamplePos)[2]],
(r32)LoadedSound->Samples[0][((s32*)&FloorSamplePos)[3]]);
__m128 SampleValue1 = _mm_setr_ps((r32)LoadedSound->Samples[0][((s32*)&FloorSamplePos)[0] + 1],
(r32)LoadedSound->Samples[0][((s32*)&FloorSamplePos)[1] + 1],
(r32)LoadedSound->Samples[0][((s32*)&FloorSamplePos)[2] + 1],
(r32)LoadedSound->Samples[0][((s32*)&FloorSamplePos)[3] + 1]);
__m128 SampleValue = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(One, Frac), SampleValue0), _mm_mul_ps(Frac, SampleValue1));
#endif
__m128 D0 = _mm_load_ps((float*)&Dest0[0]);
__m128 D1 = _mm_load_ps((float*)&Dest1[0]);
D0 = _mm_add_ps(D0, _mm_mul_ps(_mm_mul_ps(MasterVolume0, _mm_add_ps(dVolume0, Volume0)), SampleValue));
D1 = _mm_add_ps(D1, _mm_mul_ps(_mm_mul_ps(MasterVolume1, _mm_add_ps(dVolume1, Volume1)), SampleValue));
_mm_store_ps((float*)&Dest0[0], D0);
_mm_store_ps((float*)&Dest1[0], D1);
Dest0++;
Dest1++;
Volume0 = _mm_add_ps(Volume0, dVolumeChunk0);
Volume1 = _mm_add_ps(Volume1, dVolumeChunk1);
}
PlayingSound->CurrentVolume.E[0] = ((r32*)&Volume0)[0];
PlayingSound->CurrentVolume.E[1] = ((r32*)&Volume1)[1];
// cliping the change to final value
for (u32 ChannelIndex = 0; ChannelIndex < ArrayCount(VolumeEndedAt); ++ChannelIndex) {
if (VolumeEndedAt[ChannelIndex] == ChunkToMix) {
Volume.E[ChannelIndex] = PlayingSound->TargetVolume.E[ChannelIndex];
PlayingSound->dVolume.E[ChannelIndex] = 0.0f;
}
}
PlayingSound->SamplesPlayed = EndSamplePosition;
Assert(TotalChunkToMix >= ChunkToMix);
TotalChunkToMix -= ChunkToMix;
if (ChunkRemainingInSound == ChunkToMix) {
if (IsValid(NextSoundID)) {
PlayingSound->ID = NextSoundID;
PlayingSound->SamplesPlayed -= (r32)LoadedSound->SampleCount;
if (PlayingSound->SamplesPlayed < 0) {
PlayingSound->SamplesPlayed = 0.0f;
}
}
else {
SoundFinished = true;
}
}
}
else {
LoadSound(Assets, PlayingSound->ID);
break;
}
}
if (SoundFinished) {
*PlayingSoundPtr = PlayingSound->Next;
PlayingSound->Next = AudioState->FirstFreePlayingSound;
AudioState->FirstFreePlayingSound = PlayingSound;
}
else {
PlayingSoundPtr = &PlayingSound->Next;
}
}
__m128* Source0 = RealChannel0;
__m128* Source1 = RealChannel1;
__m128i* SampleOut = (__m128i*)SoundBuffer->Samples;
for (u32 SampleIndex = 0; SampleIndex < ChunkCount; ++SampleIndex) {
__m128 S0 = _mm_load_ps((float*)Source0++);
__m128 S1 = _mm_load_ps((float*)Source1++);
__m128i L = _mm_cvtps_epi32(S0);
__m128i R = _mm_cvtps_epi32(S1);
__m128i LR0 = _mm_unpacklo_epi32(L, R);
__m128i LR1 = _mm_unpackhi_epi32(L, R);
__m128i S01 = _mm_packs_epi32(LR0, LR1);
*SampleOut++ = S01;
}
EndGeneration(Assets, GenerationID);
EndTemporaryMemory(MixMemory);
}
internal void
InitializeAudioState(audio_state* AudioState) {
AudioState->FirstFreePlayingSound = 0;
AudioState->FirstPlayingSound = 0;
AudioState->MasterVolume = v2{ 0.3f, 0.3f };
}
internal playing_sound*
PlaySound(audio_state* AudioState, sound_id ID) {
TIMED_FUNCTION();
if (!AudioState->FirstFreePlayingSound) {
AudioState->FirstFreePlayingSound = PushStruct(&AudioState->AudioArena, playing_sound);
AudioState->FirstFreePlayingSound->Next = 0;
}
playing_sound* PlayingSound = AudioState->FirstFreePlayingSound;
AudioState->FirstFreePlayingSound = PlayingSound->Next;
PlayingSound->ID = ID;
PlayingSound->SamplesPlayed = 0;
PlayingSound->CurrentVolume = PlayingSound->TargetVolume = v2{ 1.0f, 1.0f };
PlayingSound->dVolume = v2{ 0, 0 };
PlayingSound->Next = AudioState->FirstPlayingSound;
PlayingSound->dSample = 1.0f;
AudioState->FirstPlayingSound = PlayingSound;
return(PlayingSound);
}
internal void
ChangePitch(playing_sound* PlayingSound, r32 dSample) {
if (PlayingSound) {
PlayingSound->dSample = dSample;
}
}