amuse/lib/Engine.cpp

481 lines
15 KiB
C++

#include "amuse/Engine.hpp"
#include "amuse/Voice.hpp"
#include "amuse/Submix.hpp"
#include "amuse/Sequencer.hpp"
#include "amuse/IBackendVoice.hpp"
#include "amuse/IBackendVoiceAllocator.hpp"
#include "amuse/AudioGroupData.hpp"
#include "amuse/AudioGroup.hpp"
#include "amuse/Common.hpp"
namespace amuse
{
static const float FullLevels[8] = {1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f, 1.f};
Engine::~Engine()
{
m_backend.setCallbackInterface(nullptr);
for (ObjToken<Sequencer>& seq : m_activeSequencers)
if (!seq->m_destroyed)
seq->_destroy();
for (ObjToken<Emitter>& emitter : m_activeEmitters)
emitter->_destroy();
for (ObjToken<Voice>& vox : m_activeVoices)
vox->_destroy();
}
Engine::Engine(IBackendVoiceAllocator& backend, AmplitudeMode ampMode)
: m_backend(backend), m_ampMode(ampMode), m_defaultStudio(_allocateStudio(true))
{
m_defaultStudio->getAuxA().makeReverbStd(0.5f, 0.8f, 3.0f, 0.5f, 0.1f);
m_defaultStudio->getAuxB().makeChorus(15, 0, 500);
m_defaultStudioReady = true;
m_backend.setCallbackInterface(this);
m_midiReader = backend.allocateMIDIReader(*this);
}
std::pair<AudioGroup*, const SongGroupIndex*> Engine::_findSongGroup(int groupId) const
{
for (const auto& pair : m_audioGroups)
{
const SongGroupIndex* ret = pair.second->getProj().getSongGroupIndex(groupId);
if (ret)
return {pair.second.get(), ret};
}
return {};
}
std::pair<AudioGroup*, const SFXGroupIndex*> Engine::_findSFXGroup(int groupId) const
{
for (const auto& pair : m_audioGroups)
{
const SFXGroupIndex* ret = pair.second->getProj().getSFXGroupIndex(groupId);
if (ret)
return {pair.second.get(), ret};
}
return {};
}
std::list<ObjToken<Voice>>::iterator Engine::_allocateVoice(const AudioGroup& group, int groupId,
double sampleRate, bool dynamicPitch, bool emitter,
ObjToken<Studio> studio)
{
auto it =
m_activeVoices.emplace(m_activeVoices.end(), MakeObj<Voice>(*this, group, groupId, m_nextVid++, emitter, studio));
m_activeVoices.back()->m_backendVoice = m_backend.allocateVoice(*m_activeVoices.back(), sampleRate, dynamicPitch);
m_activeVoices.back()->m_backendVoice->setChannelLevels(studio->getMaster().m_backendSubmix.get(), FullLevels, false);
m_activeVoices.back()->m_backendVoice->setChannelLevels(studio->getAuxA().m_backendSubmix.get(), FullLevels, false);
m_activeVoices.back()->m_backendVoice->setChannelLevels(studio->getAuxB().m_backendSubmix.get(), FullLevels, false);
return it;
}
std::list<ObjToken<Sequencer>>::iterator Engine::_allocateSequencer(const AudioGroup& group, int groupId,
int setupId, ObjToken<Studio> studio)
{
const SongGroupIndex* songGroup = group.getProj().getSongGroupIndex(groupId);
if (songGroup)
{
amuse::ObjToken<Sequencer> tok = MakeObj<Sequencer>(*this, group, groupId, songGroup, setupId, studio);
auto it = m_activeSequencers.emplace(m_activeSequencers.end(), tok);
return it;
}
const SFXGroupIndex* sfxGroup = group.getProj().getSFXGroupIndex(groupId);
if (sfxGroup)
{
amuse::ObjToken<Sequencer> tok = MakeObj<Sequencer>(*this, group, groupId, sfxGroup, studio);
auto it = m_activeSequencers.emplace(m_activeSequencers.end(), tok);
return it;
}
return {};
}
ObjToken<Studio> Engine::_allocateStudio(bool mainOut)
{
ObjToken<Studio> ret = MakeObj<Studio>(*this, mainOut);
ret->m_master.m_backendSubmix = m_backend.allocateSubmix(ret->m_master, mainOut, 0);
ret->m_auxA.m_backendSubmix = m_backend.allocateSubmix(ret->m_auxA, mainOut, 1);
ret->m_auxB.m_backendSubmix = m_backend.allocateSubmix(ret->m_auxB, mainOut, 2);
return ret;
}
std::list<ObjToken<Voice>>::iterator Engine::_destroyVoice(std::list<ObjToken<Voice>>::iterator it)
{
assert(this == &(*it)->getEngine());
if ((*it)->m_destroyed)
return m_activeVoices.begin();
(*it)->_destroy();
return m_activeVoices.erase(it);
}
std::list<ObjToken<Sequencer>>::iterator
Engine::_destroySequencer(std::list<ObjToken<Sequencer>>::iterator it)
{
assert(this == &(*it)->getEngine());
if ((*it)->m_destroyed)
return m_activeSequencers.begin();
(*it)->_destroy();
return m_activeSequencers.erase(it);
}
void Engine::_bringOutYourDead()
{
for (auto it = m_activeEmitters.begin(); it != m_activeEmitters.end();)
{
Emitter* emitter = it->get();
if (emitter->getVoice()->_isRecursivelyDead())
{
emitter->_destroy();
it = m_activeEmitters.erase(it);
continue;
}
++it;
}
for (auto it = m_activeVoices.begin(); it != m_activeVoices.end();)
{
Voice* vox = it->get();
vox->_bringOutYourDead();
if (vox->_isRecursivelyDead())
{
it = _destroyVoice(it);
continue;
}
++it;
}
for (auto it = m_activeSequencers.begin(); it != m_activeSequencers.end();)
{
Sequencer* seq = it->get();
seq->_bringOutYourDead();
if (seq->m_state == SequencerState::Dead)
{
it = _destroySequencer(it);
continue;
}
++it;
}
}
void Engine::_on5MsInterval(IBackendVoiceAllocator& engine, double dt)
{
m_channelSet = engine.getAvailableSet();
if (m_midiReader)
m_midiReader->pumpReader(dt);
for (ObjToken<Sequencer>& seq : m_activeSequencers)
seq->advance(dt);
for (ObjToken<Emitter>& emitter : m_activeEmitters)
emitter->_update();
for (ObjToken<Listener>& listener : m_activeListeners)
listener->m_dirty = false;
}
void Engine::_onPumpCycleComplete(IBackendVoiceAllocator& engine)
{
_bringOutYourDead();
/* Determine lowest available free vid */
int maxVid = -1;
for (ObjToken<Voice>& vox : m_activeVoices)
maxVid = std::max(maxVid, vox->maxVid());
m_nextVid = maxVid + 1;
}
AudioGroup* Engine::_addAudioGroup(const AudioGroupData& data, std::unique_ptr<AudioGroup>&& grp)
{
AudioGroup* ret = grp.get();
m_audioGroups.emplace(std::make_pair(&data, std::move(grp)));
/* setup SFX index for contained objects */
for (const auto& grp : ret->getProj().sfxGroups())
{
const SFXGroupIndex& sfxGroup = *grp.second;
m_sfxLookup.reserve(m_sfxLookup.size() + sfxGroup.m_sfxEntries.size());
for (const auto& ent : sfxGroup.m_sfxEntries)
m_sfxLookup[ent.first] = std::make_tuple(ret, grp.first, &ent.second);
}
return ret;
}
/** Add GameCube audio group data pointers to engine; must remain resident! */
const AudioGroup* Engine::addAudioGroup(const AudioGroupData& data)
{
removeAudioGroup(data);
return _addAudioGroup(data, std::make_unique<AudioGroup>(data));
}
/** Remove audio group from engine */
void Engine::removeAudioGroup(const AudioGroupData& data)
{
auto search = m_audioGroups.find(&data);
if (search == m_audioGroups.cend())
return;
AudioGroup* grp = search->second.get();
/* Destroy runtime entities within group */
for (auto it = m_activeVoices.begin(); it != m_activeVoices.end();)
{
Voice* vox = it->get();
if (&vox->getAudioGroup() == grp)
{
vox->_destroy();
it = m_activeVoices.erase(it);
continue;
}
++it;
}
for (auto it = m_activeEmitters.begin(); it != m_activeEmitters.end();)
{
Emitter* emitter = it->get();
if (&emitter->getAudioGroup() == grp)
{
emitter->_destroy();
it = m_activeEmitters.erase(it);
continue;
}
++it;
}
for (auto it = m_activeSequencers.begin(); it != m_activeSequencers.end();)
{
Sequencer* seq = it->get();
if (&seq->getAudioGroup() == grp)
{
seq->_destroy();
it = m_activeSequencers.erase(it);
continue;
}
++it;
}
/* teardown SFX index for contained objects */
for (const auto& pair : grp->getProj().sfxGroups())
{
const SFXGroupIndex& sfxGroup = *pair.second;
for (const auto& pair : sfxGroup.m_sfxEntries)
m_sfxLookup.erase(pair.first);
}
m_audioGroups.erase(search);
}
/** Create new Studio within engine */
ObjToken<Studio> Engine::addStudio(bool mainOut) { return _allocateStudio(mainOut); }
/** Start soundFX playing from loaded audio groups */
ObjToken<Voice> Engine::fxStart(int sfxId, float vol, float pan, ObjToken<Studio> smx)
{
auto search = m_sfxLookup.find(sfxId);
if (search == m_sfxLookup.end())
return {};
AudioGroup* grp = std::get<0>(search->second);
const SFXGroupIndex::SFXEntry* entry = std::get<2>(search->second);
if (!grp)
return {};
std::list<ObjToken<Voice>>::iterator ret =
_allocateVoice(*grp, std::get<1>(search->second), NativeSampleRate, true, false, smx);
if (!(*ret)->loadMacroObject(entry->macro.id, 0, 1000.f, entry->defKey, entry->defVel, 0))
{
_destroyVoice(ret);
return {};
}
(*ret)->setVolume(vol);
(*ret)->setPan(pan);
return *ret;
}
/** Start SoundMacro node playing directly (for editor use) */
ObjToken<Voice> Engine::macroStart(const AudioGroup* group, SoundMacroId id, uint8_t key, uint8_t vel,
uint8_t mod, ObjToken<Studio> smx)
{
if (!group)
return {};
std::list<ObjToken<Voice>>::iterator ret =
_allocateVoice(*group, {}, NativeSampleRate, true, false, smx);
if (!(*ret)->loadMacroObject(id, 0, 1000.f, key, vel, mod))
{
_destroyVoice(ret);
return {};
}
(*ret)->setVolume(1.f);
(*ret)->setPan(0.f);
return *ret;
}
/** Start SoundMacro object playing directly (for editor use) */
ObjToken<Voice> Engine::macroStart(const AudioGroup* group, const SoundMacro* macro, uint8_t key,
uint8_t vel, uint8_t mod, ObjToken<Studio> smx)
{
if (!group)
return {};
std::list<ObjToken<Voice>>::iterator ret =
_allocateVoice(*group, {}, NativeSampleRate, true, false, smx);
if (!(*ret)->loadMacroObject(macro, 0, 1000.f, key, vel, mod))
{
_destroyVoice(ret);
return {};
}
(*ret)->setVolume(1.f);
(*ret)->setPan(0.f);
return *ret;
}
/** Start soundFX playing from loaded audio groups, attach to positional emitter */
ObjToken<Emitter> Engine::addEmitter(const float* pos, const float* dir, float maxDist, float falloff,
int sfxId, float minVol, float maxVol, bool doppler, ObjToken<Studio> smx)
{
auto search = m_sfxLookup.find(sfxId);
if (search == m_sfxLookup.end())
return {};
AudioGroup* grp = std::get<0>(search->second);
const SFXGroupIndex::SFXEntry* entry = std::get<2>(search->second);
if (!grp)
return {};
std::list<ObjToken<Voice>>::iterator vox =
_allocateVoice(*grp, std::get<1>(search->second), NativeSampleRate, true, true, smx);
if (!(*vox)->loadMacroObject(entry->macro, 0, 1000.f, entry->defKey, entry->defVel, 0))
{
_destroyVoice(vox);
return {};
}
auto emitIt = m_activeEmitters.emplace(m_activeEmitters.end(),
MakeObj<Emitter>(*this, *grp, *vox, maxDist, minVol, falloff, doppler));
Emitter& ret = *(*emitIt);
ret.getVoice()->setPan(entry->panning);
ret.setVectors(pos, dir);
ret.setMaxVol(maxVol);
return *emitIt;
}
/** Build listener and add to engine's listener list */
ObjToken<Listener> Engine::addListener(const float* pos, const float* dir, const float* heading, const float* up,
float frontDiff, float backDiff, float soundSpeed, float volume)
{
auto listenerIt = m_activeListeners.emplace(m_activeListeners.end(),
MakeObj<Listener>(volume, frontDiff, backDiff, soundSpeed));
Listener& ret = *(*listenerIt);
ret.setVectors(pos, dir, heading, up);
return *listenerIt;
}
/** Remove listener from engine's listener list */
void Engine::removeListener(Listener* listener)
{
for (auto it = m_activeListeners.begin() ; it != m_activeListeners.end() ; ++it)
{
if (it->get() == listener)
{
m_activeListeners.erase(it);
return;
}
}
}
/** Start song playing from loaded audio groups */
ObjToken<Sequencer> Engine::seqPlay(int groupId, int songId, const unsigned char* arrData, ObjToken<Studio> smx)
{
std::pair<AudioGroup*, const SongGroupIndex*> songGrp = _findSongGroup(groupId);
if (songGrp.second)
{
std::list<ObjToken<Sequencer>>::iterator ret = _allocateSequencer(*songGrp.first, groupId, songId, smx);
if (!*ret)
return {};
if (arrData)
(*ret)->playSong(arrData);
return *ret;
}
std::pair<AudioGroup*, const SFXGroupIndex*> sfxGrp = _findSFXGroup(groupId);
if (sfxGrp.second)
{
std::list<ObjToken<Sequencer>>::iterator ret = _allocateSequencer(*sfxGrp.first, groupId, songId, smx);
if (!*ret)
return {};
return *ret;
}
return {};
}
/** Set total volume of engine */
void Engine::setVolume(float vol)
{
m_masterVolume = vol;
}
/** Find voice from VoiceId */
ObjToken<Voice> Engine::findVoice(int vid)
{
for (ObjToken<Voice>& vox : m_activeVoices)
{
ObjToken<Voice> ret = vox->_findVoice(vid, vox);
if (ret)
return ret;
}
for (ObjToken<Sequencer>& seq : m_activeSequencers)
{
ObjToken<Voice> ret = seq->findVoice(vid);
if (ret)
return ret;
}
return {};
}
/** Stop all voices in `kg`, stops immediately (no KeyOff) when `flag` set */
void Engine::killKeygroup(uint8_t kg, bool now)
{
for (auto it = m_activeVoices.begin(); it != m_activeVoices.end();)
{
Voice* vox = it->get();
if (vox->m_keygroup == kg)
{
if (now)
{
it = _destroyVoice(it);
continue;
}
vox->keyOff();
}
++it;
}
for (ObjToken<Sequencer>& seq : m_activeSequencers)
seq->killKeygroup(kg, now);
}
/** Send all voices using `macroId` the message `val` */
void Engine::sendMacroMessage(ObjectId macroId, int32_t val)
{
for (auto it = m_activeVoices.begin(); it != m_activeVoices.end(); ++it)
{
Voice* vox = it->get();
if (vox->getObjectId() == macroId)
vox->message(val);
}
for (ObjToken<Sequencer>& seq : m_activeSequencers)
seq->sendMacroMessage(macroId, val);
}
}