Overhauled audio system, now with internal mixing and sample-rate-conversion

This commit is contained in:
Jack Andersen
2016-03-23 14:01:57 -10:00
parent 5b275866a7
commit 1eb46301c0
13 changed files with 924 additions and 341 deletions

View File

@@ -1,56 +0,0 @@
#ifndef BOO_AUDIOMATRIX_HPP
#define BOO_AUDIOMATRIX_HPP
#include "IAudioVoice.hpp"
#include <vector>
#include <stdint.h>
namespace boo
{
class AudioMatrixMono
{
AudioChannelSet m_setOut = AudioChannelSet::Stereo;
float m_coefs[8];
std::vector<int16_t> m_interleaveBuf;
public:
AudioMatrixMono() {setDefaultMatrixCoefficients();}
AudioChannelSet audioChannelSet() const {return m_setOut;}
void setAudioChannelSet(AudioChannelSet set) {m_setOut = set;}
void setDefaultMatrixCoefficients();
void setMatrixCoefficients(const float coefs[8])
{
for (int i=0 ; i<8 ; ++i)
m_coefs[i] = coefs[i];
}
void bufferMonoSampleData(IAudioVoice& voice, const int16_t* data, size_t samples);
};
class AudioMatrixStereo
{
AudioChannelSet m_setOut = AudioChannelSet::Stereo;
float m_coefs[8][2];
std::vector<int16_t> m_interleaveBuf;
public:
AudioMatrixStereo() {setDefaultMatrixCoefficients();}
AudioChannelSet audioChannelSet() const {return m_setOut;}
void setAudioChannelSet(AudioChannelSet set) {m_setOut = set;}
void setDefaultMatrixCoefficients();
void setMatrixCoefficients(const float coefs[8][2])
{
for (int i=0 ; i<8 ; ++i)
{
m_coefs[i][0] = coefs[i][0];
m_coefs[i][1] = coefs[i][1];
}
}
void bufferStereoSampleData(IAudioVoice& voice, const int16_t* data, size_t frames);
};
}
#endif // BOO_AUDIOMATRIX_HPP

View File

@@ -56,18 +56,33 @@ struct IAudioVoice
{
virtual ~IAudioVoice() = default;
/** Get voice's actual channel-map based on client request and HW capabilities */
virtual const ChannelMap& channelMap() const=0;
/** Reset channel-gains to voice defaults */
virtual void setDefaultMatrixCoefficients()=0;
/** Called by client in response to IAudioVoiceCallback::needsNextBuffer()
* Supplying channel-interleaved sample data */
virtual void bufferSampleData(const int16_t* data, size_t frames)=0;
/** Set channel-gains for mono audio source (AudioChannel enum for array index) */
virtual void setMonoMatrixCoefficients(const float coefs[8])=0;
/** Set channel-gains for stereo audio source (AudioChannel enum for array index) */
virtual void setStereoMatrixCoefficients(const float coefs[8][2])=0;
/** Called by client to dynamically adjust the pitch of voices with dynamic pitch enabled */
virtual void setPitchRatio(double ratio)=0;
/** Instructs platform to begin consuming sample data; invoking callback as needed */
virtual void start()=0;
/** Instructs platform to stop consuming sample data */
virtual void stop()=0;
/** Invalidates this voice by removing it from the AudioVoiceEngine */
virtual void unbindVoice()=0;
};
struct IAudioVoiceCallback
{
/** boo calls this on behalf of the audio platform to request more audio
* frames from the client */
virtual size_t supplyAudio(IAudioVoice& voice, size_t frames, int16_t* data)=0;
};
}

View File

@@ -1,43 +0,0 @@
#ifndef BOO_IAUDIOVOICEALLOCATOR_HPP
#define BOO_IAUDIOVOICEALLOCATOR_HPP
#include "IAudioVoice.hpp"
#include <memory>
namespace boo
{
struct IAudioVoiceCallback
{
/** boo calls this on behalf of the audio platform to request more audio
* frames from the client */
virtual void needsNextBuffer(IAudioVoice& voice, size_t frames)=0;
};
struct IAudioVoiceAllocator
{
virtual ~IAudioVoiceAllocator() = default;
/** Client calls this to request allocation of new mixer-voice.
* Returns empty unique_ptr if necessary resources aren't available.
* ChannelLayout automatically reduces to maximum-supported layout by HW.
*
* Client must be prepared to supply audio frames via the callback when this is called;
* the backing audio-buffers are primed with initial data for low-latency playback start */
virtual std::unique_ptr<IAudioVoice> allocateNewVoice(AudioChannelSet layoutOut,
unsigned sampleRate,
IAudioVoiceCallback* cb)=0;
/** Client may use this to determine current speaker-setup */
virtual AudioChannelSet getAvailableSet()=0;
/** Ensure all voices' platform buffers are filled as much as possible */
virtual void pumpVoices()=0;
};
/** Obtain host platform's voice allocator */
std::unique_ptr<IAudioVoiceAllocator> NewAudioVoiceAllocator();
}
#endif // BOO_IAUDIOVOICEALLOCATOR_HPP

View File

@@ -0,0 +1,43 @@
#ifndef BOO_IAUDIOVOICEENGINE_HPP
#define BOO_IAUDIOVOICEENGINE_HPP
#include "IAudioVoice.hpp"
#include <memory>
namespace boo
{
/** Mixing and sample-rate-conversion system. Allocates voices and mixes them
* before sending the final samples to an OS-supplied audio-queue */
struct IAudioVoiceEngine
{
virtual ~IAudioVoiceEngine() = default;
/** Client calls this to request allocation of new mixer-voice.
* Returns empty unique_ptr if necessary resources aren't available.
* ChannelLayout automatically reduces to maximum-supported layout by HW.
*
* Client must be prepared to supply audio frames via the callback when this is called;
* the backing audio-buffers are primed with initial data for low-latency playback start */
virtual std::unique_ptr<IAudioVoice> allocateNewMonoVoice(double sampleRate,
IAudioVoiceCallback* cb,
bool dynamicPitch=false)=0;
/** Same as allocateNewMonoVoice, but source audio is stereo-interleaved */
virtual std::unique_ptr<IAudioVoice> allocateNewStereoVoice(double sampleRate,
IAudioVoiceCallback* cb,
bool dynamicPitch=false)=0;
/** Client may use this to determine current speaker-setup */
virtual AudioChannelSet getAvailableSet()=0;
/** Ensure backing platform buffer is filled as much as possible with mixed samples */
virtual void pumpAndMixVoices()=0;
};
/** Construct host platform's voice engine */
std::unique_ptr<IAudioVoiceEngine> NewAudioVoiceEngine();
}
#endif // BOO_IAUDIOVOICEENGINE_HPP