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//-----------------------------------------------------------------------------
// Name: threaded_sound_wrapper.h
// Developer: Wolfire Games LLC
// Author: Max Danielsson
// Description: Wrapper around the entire sound system, allowing all sound to be run
// in a separate thread. This is done using a message queue structure and a
// synchronized data structure for immediate reads.
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Sound/soundplayinfo.h>
#include <Sound/al_audio.h>
#include <Sound/ambienttriangle.h>
#include <Math/vec3.h>
#include <Internal/filesystem.h>
#include <queue>
#include <thread>
#include <mutex>
#include <chrono>
typedef unsigned long wrapper_sound_handle;
typedef unsigned long real_sound_handle;
class ThreadedSoundMessage {
public:
static const unsigned char LOCAL_DATA_SIZE = 64;
enum Type
{
None,
Initialize,
Dispose,
InFUpdateGameTimestep,
InFUpdateGameTimescale,
InFSetAirWhoosh,
InFUpdateListener,
InFPlay,
InFPlayGroup,
InFSetPosition,
InFTranslatePosition,
InFSetVelocity,
InFSetPitch,
InFSetVolume,
InFStop,
InFAddMusic,
InFRemoveMusic,
InFQueueSegment,
InFTransitionToSegment,
InFTransitionToSong,
InFSetSegment,
InFSetLayerGain,
InFSetSong,
InFAddAmbientTriangle,
InFClear,
InFClearTransient,
InFSetMusicVolume,
InFSetMasterVolume,
InFSetOcclusionPosition,
InFLoadSoundFile,
InFEnableLayeredSoundtrackLimiter,
InRCreateHandle
};
private:
Type type;
unsigned char local_data[LOCAL_DATA_SIZE];
void Free();
void *data;
size_t datalen;
bool has_handle;
wrapper_sound_handle wsh;
bool string_data;
public:
void Allocate(size_t size);
ThreadedSoundMessage();
ThreadedSoundMessage( Type t );
~ThreadedSoundMessage();
ThreadedSoundMessage( const ThreadedSoundMessage& tsm );
ThreadedSoundMessage& operator=(const ThreadedSoundMessage& tsm);
Type GetType();
void SetHandle( wrapper_sound_handle _wsh );
wrapper_sound_handle GetWrapperHandle();
real_sound_handle GetRealHandle();
//Different ways of storing data in same memory chunk.
void SetData( const void* mem_ptr, size_t data_len );
void SetData( const void* mem_ptr, size_t offset, size_t data_len );
void GetData( void* mem_ptr, size_t max_len );
void GetData( void* mem_ptr, size_t offset, size_t data_len );
void SetStringData( const std::string &str );
std::string GetStringData( );
};
class ThreadedSoundMessageQueue {
std::queue<ThreadedSoundMessage> messages;
std::mutex mutex;
public:
void Queue( const ThreadedSoundMessage &ev );
ThreadedSoundMessage Pop( );
size_t Count( );
};
struct SoundSourceInfo {
vec3 pos;
char name[128];
};
struct SoundDataCopy {
std::string current_segment;
std::string current_song_name;
std::string current_song_type;
std::string next_song_name;
std::string next_song_type;
std::vector<AmbientTriangle> ambient_triangles;
std::map<std::string,float> current_layer_gains;
std::vector<std::string> current_layer_names;
std::vector<SoundSourceInfo> sound_source;
};
struct SoundInstanceDataCopy {
static const int ID_SIZE = 8;
static const int NAME_SIZE = 32;
static const int TYPE_SIZE = 8;
char id[ID_SIZE];
char name[NAME_SIZE];
char type[TYPE_SIZE];
vec3 position;
};
/*
* Class containing data that is used for copies, reads and mapping internal to external handles.
*/
class ThreadedSoundDataBridge {
private:
std::mutex mutex;
wrapper_sound_handle handle_counter;
std::map<wrapper_sound_handle,real_sound_handle> handle_map;
std::map<wrapper_sound_handle,SoundInstanceDataCopy> data_copy_map;
SoundDataCopy sound_data;
std::vector<std::string> available_devices;
std::string preferred_device;
std::string used_device;
public:
ThreadedSoundDataBridge();
wrapper_sound_handle CreateWrapperHandle();
void SetHandle( wrapper_sound_handle wsh, real_sound_handle rsh );
void SetIdentifier( wrapper_sound_handle wsh, const char* id );
void SetValues( wrapper_sound_handle wsh, const char* name, const char* type );
void SetPosition( wrapper_sound_handle wsh, const vec3& position );
void RemoveHandle( wrapper_sound_handle wsh );
real_sound_handle GetHandle( wrapper_sound_handle wsh );
bool IsHandleValid( wrapper_sound_handle wsh );
std::map<wrapper_sound_handle,real_sound_handle> GetAllHandles();
SoundInstanceDataCopy GetHandleData( wrapper_sound_handle wsh );
//void SetHandleData( wrapper_sound_handle wsh, const SoundInstanceDataCopy &sidc );
SoundDataCopy GetData();
size_t GetSoundHandleCount();
size_t GetSoundInstanceCount();
void SetData( const SoundDataCopy& dat );
void SetPreferredDevice(const std::string& name);
std::string GetPreferredDevice();
void SetUsedDevice(const std::string& name);
std::string GetUsedDevice();
void SetAvailableDevices(std::vector<std::string> devices);
std::vector<std::string> GetAvailableDevices();
};
class ThreadedSound {
private:
std::thread thread;
bool initialized;
public:
ThreadedSound();
~ThreadedSound();
void Initialize(const char* preferred_device);
//Following is a copy of the Sound interface
void Update();
void UpdateGameTimestep( float timestep );
void UpdateGameTimescale( float time_scale );
void setAirWhoosh(float amount, float pitch = 1.0f);
void updateListener(vec3 pos, vec3 vel, vec3 facing, vec3 up);
unsigned long CreateHandle(const char* ident);
void Play(const unsigned long &handle, SoundPlayInfo spi);
void PlayGroup(const unsigned long &handle, const SoundGroupPlayInfo& sgpi);
const vec3 GetPosition(const unsigned long &handle);
const std::string GetName(const unsigned long& handle);
const std::string GetType(const unsigned long& handle);
const std::string GetID(const unsigned long& handle);
void SetPosition(const unsigned long &handle, const vec3 &new_pos);
void TranslatePosition(const unsigned long& handle, const vec3 &movement);
void SetVelocity(const unsigned long &handle, const vec3 &new_vel);
void SetPitch(const unsigned long &handle, float pitch);
void SetVolume(const unsigned long &handle, float volume);
void Stop(const unsigned long &handle);
bool IsHandleValid(const unsigned long &handle);
void AddMusic(const Path& path);
void RemoveMusic(const Path& path);
void QueueSegment(const std::string& string);
void TransitionToSegment(const std::string& string);
void TransitionToSong(const std::string& string);
void SetSegment(const std::string& string);
void SetLayerGain(const std::string& layer, float gain);
void SetSong(const std::string& string);
const std::string GetSegment() const;
const std::map<std::string,float> GetLayerGains() const;
const std::vector<std::string> GetLayerNames() const;
const float GetLayerGain( const std::string& layer ) const;
const std::string GetSongName() const;
const std::string GetSongType() const;
const std::string GetNextSongName() const;
const std::string GetNextSongType() const;
void AddAmbientTriangle(const std::string &path);
std::vector<AmbientTriangle> GetAmbientTriangles();
void Clear();
//Clear all sounds that are considered transient (that is sound effects in a level and not music)
//This is called when a level is unloaded, or loaded. Basically between major state changes.
void ClearTransient();
//std::vector<AudioEmitter*> GetActiveSounds();
//alAudio &getAlAudio();
//void changeSoundtrack(char *name, char *type)
void Dispose();
void SetMusicVolume( float val );
void SetMasterVolume( float val );
//void UpdateSoundOcclusion( );
//void SetSoundOcclusionState( int id, bool occluded );
void SetOcclusionPosition( const unsigned long &handle, const vec3 &new_pos );
void LoadSoundFile( const std::string & path );
//End of Sound interface.
std::vector<SoundSourceInfo> GetCurrentSoundSources();
size_t GetSoundHandleCount();
size_t GetSoundInstanceCount();
std::map<wrapper_sound_handle,real_sound_handle> GetAllHandles();
std::string GetPreferredDevice();
std::string GetUsedDevice();
std::vector<std::string> GetAvailableDevices();
void EnableLayeredSoundtrackLimiter(bool val);
};
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